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File: SAPeople5.jpg (206 KB, 784x1042)
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206 KB JPG
After a prosperous rule and an eight year long adventure into the unknown, King Bendirigz has blessed us with wisdom and prosperity. So much so that to an outside observer, it might look like stagnation.
--------------------------------------------------------------
You're a withered old man, you've come to accept it at this point, so you decide to spend the evening of your life with your family. Playing with your grand daughter, you come to find that being a family man is what you've always craved deep down inside. You've not been a kind father, not at all. If your father were alive, he would chastise you for constantly whipping your boys into shape, a shape that in the end was merely your delusion. You always wanted to be like him, an ideal man and yet you've failed, despite your best efforts you ended up a colossal failure.
You try and make amends in these closing days and be a good father to your sons, albeit too late. More importantly, you try to be a good grandfather to your eldest sons' daughter. Loiur seems to like you, you don't think anyone has ever loved you this much before.
Though she's too young to really teach anything, you try anyway, maybe something good comes out of it. You manage to hold on to dear life for two more years and live to see Loiur's 6th birthday. She'll be a fine woman some day, you know it, she's a good girl.
--------------------------------------------------------------
Rules are pretty simple
>You are, at all times, the current de-facto Ruler of your people.
>There will be decisions after each Update.
>You may only pick ONE option, unless states otherwise.
>Parenting options run parallel to the main-game and are their own separate decisions.
>When there is no Majority, a Tie will always be broken by the option that was chosen the earliest.
>Time and Technology progression adapt to the Scale of the game.
>Status summaries may be requested at any time (I may not always respond)
>This is a very slow quest, be prepared to wait.
>>
>>4198935
Technology:
>Industry - Greek White
>Government - Advanced Timekeeping
>Government - Basic Mathematics
>>
>>4198935

>Industry - Greek White

I said this before, I'll say it again - we learnt this in Greece, it is valuable, it adds to our culture, and unless we properly develop it the recipe will likely be quickly lost. We need to get it whilst it's still around.
>>
>>4198935
>Industry - Greek White
>>
>>4198952
all the options currently available are things you learned in greece
and 2 of them will be lost with this update
not forever, obviously
>>
>>4198960

I'm sticking with Greek White then. Timekeeping and mathematics are things we can work out ourselves with time. Something as finicky as dye though? Much more difficult - better to get it while it's there.
>>
>>4198935
>Industry - Greek White
>>
>>4198935
>>Industry - Greek White
>>
>>4198935
>>Industry - Greek White
>>
>>4198937
>>Government - Basic Mathematics
I don't know, I really think basic math could open up more opportunities than just another dye.
>>
>>4199340
White is a pretty cool color to have.
>>
update incoming
>>
>>4199157
>>4199051
>>4199007
>>4198956
>>4198952
With his last breath, your father passes a guzbene down to you. It has a list of things on it that you don't fully recognize. You try to ask him what that means, but all you get out of him is "swestoliz". You have no idea what on earth that is but seeing the symbol he made for it, it must be some kind of stone. That's about all the clues you need to start looking for this swestoliz stuff, that looks like the main ingredient in this recipe. You vow to find it, but he's already passed, his last words being "swestoliz".
The Burial ceremony is short and depressing, you never expected the old man to just die on you so suddenly. With his passing, the essences of a great warrior pass on to you.
The wisepeople now declare you Askkizo.
The living ancestor and king of men, like your father and his father before him.
Though the word itself has only recently arisen in popular tongue, the concept of your king- and avatarship remains the same.

Your first act as Askkizo, is to find swestoliz and complete this recipe with it. But where do you start?

>look inside realm
>look around your borders
>ask morcantaz for clues
>>
>>4199983
>look around your borders
>>
>>4199983
>>look around your borders
>>
>>4199983
>look around your borders
>>
>>4199983

>look around your borders
>>
>>4199983
>>look around your borders
>>
>>4199983
>>look around your borders
>>
>>4200523
>>4200459
>>4200077
>>4200003
>>4199992
>>4199988
Your order the scouring of the Kingdom's borders, confident that whatever swestoliz is, you won't find it inside your realm. You organize several search parties and tell them you're looking for a special kind of rock. You don't know what it looks like, only that it will create something valuable if treated properly. You give the search parties a copy of the ingredient list and order them to use it, should they find something they think might be swestoliz.
You join a search party yourself and go about your merry way.

>go south
>go north
>go east
>>
>>4201672
Can we have a map for reference?
>>
>>4201711
alright
I'll also update the old map for ya, since we gained new territory in the meantime
>>
File: AncientMap2(withtext).png (23 KB, 1464x905)
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23 KB PNG
current status of the empire
the little dots represent the minor tribes + the frontier village
>>
>>4201672
>>go north
>>
>>4201672
>go north
>>
>>4201672

>>go north
>>
>>4201672
>>go north
>>
>>4201672
>go north
>>
Now that I think of it, presuming Rome arises in this timeline (Which it probably won't 'cause of all the butterflies, but I digress), could you imagine their reaction to coming across this kingdom?

Just imagine, a kingdom which in spite of being surrounded by (And populated by for that matter) 'barbarians', builds brick houses, has its own writing system, produces all manner of dyes and paintings, etc, etc. It'd be quite the surprise indeed.
>>
>>4202713
I generally try to avoid butterfly effects
the fact we're very isolated until the romans arrive also helps
and yeah I was thinking the same, the romans are gonna have one hell of a culture shock
>>
>>4202522
>>4201839
>>4201778
>>4201764
>>4201755
You go with the northern search party and soon find out that the northern morcantaz are a lot more willing to help you than you expected, it's almost unbecoming of them.
They don't look like they have any idea what swestoliz looks like either, but they're sure trying. This honestly sounds like a scam to you, you shouldn't trust them, but hey what's the worst thing they could do?
You let them lead you around a little to a few rocks here and there for two weeks, before you call quits. This is pointless, there's no swestoliz up here.
The morcantaz don't want you to leave and beg for another chance, you turn to them and tell them...

>I have no time for you, get out of my sight
>I gave you one, try better next time
>I'll consider it, but not right now
>I'll consider it, come along
>Alright, you have one more try, don't fail me
>Fine by me, have at it
>>
>>4204505

>Alright, you have one more try, don't fail me
>>
>>4204505
>Alright, you have one more try, don't fail me
>>
>>4204505
>Alright, you have one more try, don't fail me
>>
>>4204505
>>Alright, you have one more try, don't fail me
>>
>>4204505
>>Alright, you have one more try, don't fail me
What could possibly go wrong
>>
>>4204882
>>4204579
>>4204552
>>4204536
>>4204518
...that you grant them one last try, if they fail you the consequences will be dire. That was a lot of fancy words for "I'll kill you if you mess up" you really don't like talking that way, but you're pretty sure that got the point across. You can see the morcantaz squirm, trying to make good on their word. You'll see where this leads, but for now, you return home and leave them to their business.
Back at the palace, you spot the other search parties, having set up camp right in front of the gate. You ask them what this is all about, and they regret to inform you, that they found nothing, not even a rock that could be interpreted as swestoliz ore. Frankly, they say, your stone doesn't exist.
Obviously that's wrong, your father saw it with his own eyes, he just failed to tell you what it looks like.
You notice that a few people are missing and ask where they've gone, these failures tell you that they're still out there on your fool's errand.
You'll take care of their disrespect some other time and instead wait out the return of the splinter group, clearly they must be onto something.

Two weeks later they return, together with the pathetic morcantaz that begged for your mercy. Something is up and you're not sure you're going to like it.
After the morcantaz met the search party and exchanged clues, it dawned on the morcantaz what swestoliz is and lead the search party to a huge deposit thereof. It's quite a way away from our realm, but still in our immediate proximity. If we were to extend the kingdom all the way to it, we could set up a swestoliz mine.
But wait, how did they know that this is actually swestoliz? Have they visited these mysterious hellenaz as well?
No, the truth is, they simply confirmed the identity of swestoliz by applying the recipe, the result of which was an unusual substance with a radiant white color.
With this knowledge, you reward the morcantaz and the victorious search party, for their hard work and a job well done.

It took a few more months of tinkering with the exact measures of the recipe, but after you've figured it out, you were in possession of a beautiful white dye, though unfit for clothing, it makes for an excellent and long-lasting paint, as well as a base that significantly slows down the fading of other colors.
This is truly, a ground-breaking discovery.

Technology:
>Warfare - Shields
Diplomacy:
>Peace - Exploration (first contact)
>War - Exploration (military expedition)
Economy:
>Country - Expand borders
Culture:
>Legacy - Name settlements
>Literature - Public orations
Miscellaneous:
>Write-in
>>
>>4205178
>>Warfare - Shields
>>
>>4205178
>Warfare - Shields
>>
>>4205178
>>Warfare - Shields
Might as well have a superior army while we have the opportunity
>>
>>4205178

>Warfare - Shields

Much as I dislike taking the path of war, this does seem like it'll be fairly useful for our future.
>>
>>4205178
>Warfare - Shields
Need to have a superior military

Public oration should be next
>>
>>4205178
>Warfare - Shields
>>
>>4205178
>>Warfare - Shields
>>
>>4205349
>>4205348
>>4205302
>>4205232
>>4205231
>>4205204
>>4205187
Overseeing the army during their weekly drills, you have a good look at their armor and think to yourself, why stop there? They have a free hand don't they? They should put another piece of wood in there, for extra protection.
You strap your chest-piece to your left arm and ask the crowd for a challenger, a practice match.
Someone obliges and spars with you, soon falling to the ground from being overwhelmed, you haven't sustained a single hit.
This experiment continues for four more challengers, before you have definitive confirmation, that these...hand-plates...are the way to go.
You issue a thousand of them with the toolmakers across the country so you can equip and train your troops with them.
We must always be ready for conflict, the occasional morcantaz raids won't be the end of it, you're sure.

Diplomacy:
>Peace - Exploration (first contact)
>War - Exploration (military expedition)
Economy:
>Country - Expand borders
Culture:
>Legacy - Name settlements
>Literature - Public orations
>Society - White hype
>Society - Increasing militarization
Miscellaneous:
>Write-in
>>
>>4206504

>Peace - Exploration (first contact)

Let's see what else there is out there.
>>
>>4206504
>Country - Expand borders
Gotta get that Swestoliz
>>
>>4206504

Misc
>Write-in
-Army Organization

As it stands our army isn t really organize at all. While we have become better with this hand plates, we fight like the past.
Many many errors during the battle with the Morcantaz were made. And without doubts our ancestor defeat and tragedy time ago against the invaders, could have been in part because of this. With this in mind we call upon our warriors and talk with them. We will bring an idea but they may share theirs or improve/criticize ours.
Here is what we bring :

- First of all the drilling needs precise times when it happens and when it ends, as to avoid disrupting too much the free and work time of our subjects.
- The army will be divided in battle in this way : warriors in front forming a line of shields and spears, behind them there will be hunters with their bows. The hunters will be able to shoot their arrows and protect themselves from arrow fire by going under a warrior shield. Our warriors will be able to push protect by their nearby bretheren, thanks to shield and spears they will be' able to strike without fearing an hit. If their spear breaks they can use their sword or axe.
- Each of our best warriors will be given the duty to drill each group of men of the villages. They will be' choose by us but the headwarrior and the other warriors can say who could be better for the task.
- After this, the warriors chosen will take trustworthy men that will aid them in their endavour. This chosen warriors will report regulary to the headwarrior of the kingdom of their drilling and the groups of men of their villages.
- The first order their will be given will be the construction of special places in the villages for the groups of men under them, were to train without harming others. Here there will be also wood practice sticks (long sticks for spears / short sticks for swords)
>>
>>4206504
>Peace - Exploration (first contact)
>>
>>4206562
I feel lik its a lot for one turn but support
>>
>>4206562
there's just a problem with your write-in anon
our hunters are spearchuckers, we don't have bows and arrows.
Remember the great hunt back with Aitlaz?
The man almost died because of it

and the drills being once a week, every week is pretty precise given our circumstances already
>>
>>4206720
Instead of bows is spears, the idea seems still applicable. And better than just charge in
Didn't remember that part, but if we have drills every week another point is cover.
>>
>>4206504

>Peace - Exploration (first contact)
>>
>>4206504
>>Country - Expand borders


>>4206504
>>Country - Expand borders
I want that Swestoliz mine
>>
>>4206504
>Country - Expand borders
Gotta claim the Swestoliz mine
>>
update incoming
>>
>>4206515
>>4206572
>>4206779
[this decision is sponsored by Tiebreaker(TM) your local game rule]

With recent successes in locating swestoliz, the production of white, your father's trade mission and the settling of new frontiers, has awoken in you the desire to learn more about the world around you. First and foremost among the things you wanna learn of, are the morcantaz themselves. There's a whole lotta different ones out there and you want to figure out what colors they come in.
You know of the civilized morcantaz, your loyal ongizaz and the far-away hellenaz, which your father described as living in towns with walls of stone. That's pretty amazing to think about, maybe you should adopt the practice as well, the only issue would be getting that much stone in the first place.
You call up your ongizaz and wisepeople, and organize them into small parties. You send them off into the unknown, as envoys of the kingdom, to anyone who may take interest in them.
You probably won't hear from them again for a couple of years.

Economy:
>Country - Expand borders
Culture:
>Legacy - Name settlements
>Literature - Public orations
>Society - White hype
>Society - Increasing militarization
Roleplay:
>Private - Try for another child
>Public - Morcantaz relations
Miscellaneous:
>Write-in
>>
>>4210909
>Country - Expand borders
swestoliz here we come
>>
>>4210909
>>Private - Try for another child
>>
>>4210909

>Public - Morcantaz relations

Let's improve the stability of our current territories before we think of further expanding them.
>>
>>4210909
>Literature - Public orations
>>
>>4210909
>>Country - Expand borders
>>
>>4210909
>Private - Try for another child
>>
>>4210909
>Public - Morcantaz relations
>>
>>4210909
>Public - Morcantaz relations
Let's finish smoothing this over.
>>
>>4211386
>>4211370
>>4211018
While your envoys are out and about, you think it high time to fix the image of your father, by reconciling with the morcantaz. Being of morcantaz blood yourself, you figure this is gonna be easy. It's not as it turns out.
You go around the kingdom, to every village to boost their opinion of your father in retrospect. While they take kindly to it, they don't approve of it the least bit. Many see it as you trying to be a "good boy".
You're not happy with this development, but you can't argue with results. In the wake of your father's death the morcantaz seem happy with the change in rulers. They like you and they don't like your father, there's nothing you can do to change that it seems.
Though your political stunt failed in it's purpose, it did increase their opinion of you further, earning you the title "the Gentle"

Economy:
>Country - Expand borders
Culture:
>Legacy - Name settlements
>Literature - Public orations
>Society - White hype
>Society - Increasing militarization
>Art - Wood wattling
Miscellaneous:
>Write-in
>>
>>4214096

>Country - Expand borders
>>
>>4214096
>Country - Expand borders
>>
>>4214096
>>Country - Expand borders
Even though the white hype is very tempting
>>
>>4214096
>Society - White hype
>>
>>4214096
>>Country - Expand borders
>>
>>4214096
>Country - Expand borders
>>
>>4214096
>>Country - Expand borders
>>
>>4214096
>>Country - Expand borders
>>
>>4216642
>>4214637
>>4214581
>>4214528
>>4214444
>>4214294
>>4214259
Days go by and your boredom ever increases. There's just nothing for you to do, that is until you remember that your country still has no source of swestoliz. Sure you know where to get it and you mine it there, but you don't necessarily own the place. With profit right around the corner, it's high time to change that.
You gather a large force of nearly 500 warriors and prepare to march on the swestoliz, ready to crush any morcantaz that stands in your way.
After crossing the border, a wiseperson starts marking the area and charting the places you go to. You mainly follow the river going through Ongiza back upstream, though you find many small morcantaz settlements, you meet no resistance there.
The longer you follow the river, the more time your scouts have to help the wiseperson chart this part of the world, making it ever more apparent that there is a severe lack of natural barriers to which you could safely expand the kingdom.
This bothers you a whole lot and won't stop bothering you even as you've reached the source of swestoliz: a small mountain made of white rocks. You dub the mountain "Winari" for it's color.
So far, you've claimed the entire river up until winari for the kingdom, but what else do you claim? The pastures to the west are impossible to defend
and the forests to the east are full of fighting-capable morcantaz.
Even if you leave it at just the river and winari, how do you protect such a thin strip of land?
Several of your warriors bring ideas to the table as to what to do here, some more outlandish than others.

>scout patrols
>fortified settlements
>permanent warriors
>ride horses
>>
>>4218150
>>permanent warriors
>>
>>4218150
>>permanent warriors
>>
>>4218150
>fortified settlements
Having a standing army would be expensive, especially for our small and for now undeveloped kingdom.
>>
>>4218323
The cost could be offset by the swestolitz mine
>>
>>4218150
fortified settlements
>>
>>4218150
>fortified settlements
Walls or even Moats if plausible would be fairly sufficient stop gaps given the time period and technology of the region to reinforce against most assaults, throw in some level of mandatory militia training and the front lines should be secure for a while.
>>
>>4218150
>permanent warriors
Much more unique idea than just walls around towns
>>
>>4218150

>Fortified settlements

Even with Swestolitz permanent warriors are expensive. As it currently stands, we simply cannot afford to leave our settlements undefended. That's the kind of thing only massive empires like Rome and China can do when the chances of said settlements being attacked are zero. To leave our settlements undefended, unfortified would be to leave ourselves with a huge vulnerability that could be exploited.
>>
>>4218150
>fortified settlements
>>
>>4218150
>fortified settlements
>>
>>4219099
Perhaps but it is more effective, our road systems are still just dirt roads. So the army wouldn't be able to move around effectively as needed in case of raids or a full on invasion while a wall would give the kingdom time to organize a proper defense, and would stop less determined forces such as simple raiders or riff raff.
>>
>>4219215
>>4219122
>>4218968
>>4218616
>>4218323
You go for one of the more pragmatic ideas and start building small settlements along the river with wooden walls, just like aitlazaterp, using them as trade and resupply stops for swestoliz delivery to the capital.
The problem is filling these settlements with people however you have to resettle at least 200 people to make this work even remotely.
Thinking quickly, you offer the local morcantaz who are already settled around here the deal of their lifetime. Self-rule, trade and protection from raiders all in exchange for moving to these walled-hamlets. Most of them comply, gladly so, but one unusually large village has raised it's weapons against us. Well, if these morcantaz want a fight, then a fight they shall have.
You leave the resettlement to the villagers themselves and move downstream to face the morcantaz. On the way there they tried to ambush you already and aimed for your supply carts. If you didn't notice them early, they may have succeeded and your army might be going home very hungry. Thankfully, that didn't happen, but now you're facing a new problem.
The morcantaz have holed up in a walled hamlet you built and are bombarding you with rocks and tiny stone spears, barely the length of your arm. You respond by hurling your javelins at them, but they fall short, the enemy is too far away.

>charge using your numbers
>charge using your armor
>starve them out
>>
>>4221203
>charge using your armor
We have shields, primitive ones, but shields none the less, lock them together and keep them up.
>>
>>4221203

>charge using your armour
>>
>>4221203
>>charge using your armor
>>
>>4221203
>>charge using your armor
>>
>>4221203
>write in
Bait them out of the fortified town, we can have some soilders say out loud that there is enemy reinforcements and must retreat while leaving behind some supplies.
>>
>>4221203
>charge using your armor
>>
>>4221326
>>4221241
>>4221240
>>4221210
>>4221206
Though a few men were hit by the enemy weapons, they didn't cause all that much damage, leaving only a couple of scratches. The stones are sharp, you cut your finger on one of them when you took a closer look, but it looks like they can't pierce our wooden armor.
With this knowledge you decide it best to charge into the enemy head-on.
You tell your men to raise their shields above them and attack.
You witness first hand how the enemy projectiles either get stuck in shields and armor, or bounce off entirely. With sheer weight of numbers, your warriors topple the walls and attack the morcantaz in close combat.
They were not prepared for this and after a few minutes of slaughter, the battle is won.
The rebels are dead and you only suffered a handful of casualties. In the wake of this battle, you rebuild the walls and forcibly resettle the survivors to the walled hamlet.
Though their men were the enemy, you make it your priority to not let the women and children come to harm. You make it clear that all you ever wanted, was to live in peace and harmony and will annihilate all who wish to disturb it.
Thus proving the validity of your nickname.

You return home and disband the troops, focusing on other matters.

Culture:
>Literature - Public orations
>Society - White hype
>Society - Increasing militarization
>Art - Wood wattling
Miscellaneous:
>Write-in
>>
>>4221447
>>Literature - Public orations
>>
>>4221447
>>Society - White hype
>>
>>4221447
>Society - White hype
>>
>>4221447

>Literature - Public orations

Why should we have white hype? Honestly it's overrated when compared to all the colours our buildings can be - better to use white as a base to allow colours to last longer, rather than have it supersede them entirely.
>>
>>4221447
>>Society - White hype
>>
>>4221447
>wood wattling
Took me a search to learn what that was. I like the thought of roofing and fences but, since that isn't going to win,
>Literature - Public orations
Try to spend some time with our kid, while we're at it.

Also, I just want to point out how our current leader is a fine example of the failings of having a dog ember inheritance cycle be the focal point of your religion; if any singular leader doesn't believe in it himself, it is liable to fall apart.
>>
>>4221508
The name is funny
>Society - White hype
>>
>>4221583
I never heard the term dog ember before, anon
what does it mean?
also why would Onizar be an example of failure?
>>
>>4221604
I used dog ember as a mockery of the god emperor title. Onizar's not a very devout person, or not as open to the concept of some divine inheritance, so it would stand to reason that he would not be as likely to pass such beliefs to his son, or his son to his child, ad infinitum.
>>
>>4221640
thanks for the explanation anon
>>
>>4221447
>Literature - Public orations
>>
>>4221447
>Literature - Public orations
>>
>>4221447
>Literature - Public orations
White is a nice aesthetic yeah, but a good oratory culture goes a long way
>>
Anybody there?
>>
>>4225645
yeah I'm there
sorry for no update yesterday
this one takes more planning because it's a double-post update
>>
>>4222585
>>4222459
>>4222454
>>4221583
>>4221508
>>4221454
With little to do at the moment, you use this time to spend some time with Loiur and be the father you wish yours had been. Though a man's activity, you teach her the basics of rulership, you and Blaturouda just aren't having any luck, really Loiur was a miracle in your eyes. Maybe you're infertile? No, no you can't be, you're probably just hitting it off at the wrong time or something. As you're having these thoughts, you're talking Loiur for a walk, to see the kingdom first hand, that's a good way to learn.
On your walk through the capital, you meet some very strange people here and there, but one catches your eyes, an old lady. You recognize her, that's a retired wisewoman. A small crowd has gathered around her, and by small you mean literally small, these are all children except for one or two people you think are parents. You decide to walk over, maybe Loiur is interested in this as well.
"...and he stood, atop the bodies of thousands of our warriors and tens of thousands of beastmen. There he faced the terrible Beastking in a duel to the death. Throughout the night they battled, man to man, face to face, cheek to cheek. With cuts and bruises all over, both were ready to die, but none would relent. In a moment of weakness, Aitlaz was struck down, but held on to dear life. The Beastking laughed, thought himself the victor in this match, free to forever terrorize our people, but then, a spear pierced his chest. With the last of his breath, Aitlaz skewered the Beastking and saved the world from their hordes. For his heroism, the ancestors granted him a second chance and replaced his broken essences with theirs. Thus he lived again until death would return in earnest. On that day, Aitlaz became the first Askkizo."
The children cheer, as does your daughter, it was a fine story that much is for sure. You ask the former wisewoman what got into her, though that may have come out the wrong way. She says she's been telling bedtime stories to her grandchildren ever since she became a wisewoman and thought one day to tell them the heroic tales of Aitlaz. They loved it she says, and she loves telling these stories. Now that she has the free time to tell them whenever, she tells them to the neighborhood children as well. Every child should know bout Aitlaz, the lack of this kind of knowledge is simply sad.
You agree for the most part and soon you notice the practice spreads. Word has it that storytellers have even cropped up in the new frontier settlements down south.
CUT
>>
CONT
Just as you've settled down again, people barge into your palace, covered in furs and reeking of blood. They're your envoys. Looks like they had a hard time talking to the morcantaz, but what can you expect of savages. They made contact with many tribes around the kingdom, and although they couldn't learn their names, if they had any, negotiations were not very successful. They report that a new generation of morcantaz leaders has adopted a hostile stance toward the kingdom. It's not news that the infamy of your father has spread far beyond your borders, but so far it was a good thing, the morcantaz stayed away or outright submitted themselves to our might. Now? Now they're getting aggressive, like those people down at the river. Your envoys argue that something about your reputation as a gentle man may have roused their savage urges and now they're coming to test your strength, if you have any. Well of course you do, these animals forgot their place in the natural order and it is up to you to remind them of it.
But it's not all bad news, they did find one morcantaz tribe that has no name of it's own, but whose neighbors refer to them as Bolgoz
They are a tiny tribe, no more than a village, but they are ferocious in battle. Though your envoys say they couldn't experience it first hand, the Bolgoz scream themselves into a frenzy before battle. Through careful wording, your envoys managed to secure an alliance with the Bolgoz, pacifying the entire region.
That's some unexpectedly good news, more than you could possibly bargain for. Without knowing it, your envoys secured the entire western side of the new southern frontier. That's one thing less to worry about.
Now it's time to worry about this new wave of morcantaz aggression.

(Pick 2)

The Fortification project:
>Introduce garrisons
>Earthwalls around every town
>Arize walls around the capital
>The great eastern palisade
>River patrols
>Road patrols
>Levy [exclusive with General Levy]
The Subjugation project:
>Field tactics
>Guerilla tactics
>Charge tactics
>Paid warriors (mercenaries)
>The enemy of my enemy
>General Levy [exclusive with Levy]
>Preemptive strike
>Puppet kings
>>
>>4226437
>Introduce garrisons
>Earthwalls around every town
Ensuring the security of our subjects will lessen the odds of defection.
>>
>>4226437
> Enemy of my enemy
> Preemptive strike
>>
>>4226497
I think eliminating them swiftly will remove this rumor that we are soft
>>
>>4226437
>Earthwalls around every town
>Preemptive strike
>>
>>4226437
>Earthwalls around every town
>Preemptive strike
>>
>>4226437

>Earthwalls around every town
>Introduce garrisons
>>
>>4226437
>Earthwalls around every town
>Introduce garrisons
Securing our gains and protecting our borders projects power, once we're secure and know we won't be over extending then we can strike them with full force without fear of reprisal.
>>
>>4226437
>Introduce garrisons
>Earthwalls around every town
>>
>>4226437
>Preemptive strike
>Introduce garrisons
>>
>>4226437
>Earthwalls around every town
>Field tactics
>>
>>4226437
>Earthwalls around every town


>>4226437
>>Preemptive strike
>>
>>4226688
>>4226659
>>4226639
>>4226566
>>4226564
>>4226547
>>4226497
>>4226491
>>4227449
Your best bet against the morcantaz, is good old fashioned defense. After all, they are too primitive to consider wooden armor, or even shields, what could they possibly do if you fortified your kingdom against them?
With this thought, you send out word across your realm for every town to defend itself. Scouts are sent out to all known villages and clan settlements, urging them to take their belongings and head for the towns, in face of the upcoming invasion.
Kicking what little bureaucracy you have, into overdrive, you manage to organize building teams, overseen by wisepeople in your employ, they begin the construction of earthwalls around all towns but the capital, which can't sustain one. To strengthen your ties with the temple cult, you oversee the construction of an earthwall around Izagorininian yourself.
Using your quick wit, you provide the material for this earthwall by having the workers dig a trench around the town first, and then heap the dirt inside, toward the city, effectively doubling the height of the wall for the attacker.

With refugees from across the realm arriving in the towns, things are started to get overcrowded and hundreds of people all over the county, have nothing to do.
Starting in Izagorininian, due to you already being there, you round up all able-bodied fighting-age men from among the refugees and equip them with throwing-spears. They're supposed to be warriors for the entire duration of this conflict, perpetually guarding the walls.
Though only a temporary job yet, you have effectively invented garrisons.
These garrisons number a combined total of 200 warriors, nearly double the size of your full-time army.
Due to your unwillingness to stress the population further with a Levy, you are left with significantly fewer troops than you would normally have in a situation like this.
On the brightside, the warriors currently available to you are your best and most loyal, they will fight to the bitter end to defend your realm.
These men are reinforced by 250 volunteers that you managed to gather from across your realm.
In addition to these volunteers, your allies provide you with 30 of their warriors, who gathered another 140 volunteers from their neighbors, with personal grudges against members of the opposing coalition.

With a hodgepodge band of 520 warriors from all walks of life and corners of the world, you brace yourselves for war.

Cohesion:
>joint drill
>simple commands
>standardized equipment
Morale:
>glory
>family
>honor
>>
>>4228519
>joint drill

>honor
>>
>>4228552
only 1 decision, anon
remember it's 1 unless specified otherwise
>>
>>4228519
How many men have armor and shields?
>>
>>4228559
My bad. I'll go with joint drill then
>>
>>4228560
350, they're all native Boggdonyoi aka our people
>>
>>4228519
>joint drill
>>
>>4228566
In that case,

>>4228519
>joint drill
Learn to use the tools we have.
>>
>>4228519
>joint drill
>>
I wonder how long it would take to uplift the morcantaz, assuming we make it out of this war?
>>
>>4228519
>joint drill
Getting the volunteers into a ready state seems prudent.
>>
>>4228519

>Joint drill
>>
>>4228519
>joint drill
>>
>>4228519
>joint drill
>>
>>4229380
>>4229225
>>4229156
>>4228774
>>4228575
>>4228573
>>4228565
In preparation for the inevitable attack, you decide it best to start drilling your ragtag team of warriors, so they may fight in unison.
It's working out great and by chance we also gained insight into the fighting style of the invaders.
The 140 western morcantaz volunteers sport the same weapons and tactics as their eastern kin, combat exercises with them have yielded promising results.
Then there's your 30 bolgoz allies. They seem to be another kind of foe entirely, which makes you glad to have them on your side. During practice, they've taken out all 100 of your elite warriors by themselves. Considering the number difference, that is a scary achievement.
Your elites and the bolgoz seem to be getting along very well inspite of this...or perhaps because of it. They're exchanging weapons and combat skills.
Most curiously, despite their initial reservations against it, your elites have adopted the bolgoz signature feature of fighting in the nude and painting powerful magical symbols onto their face, chest and arms. The bolgoz meanwhile have taken quite a liking to using swords, where previously they used stone clubs.

With your fighters bonding well and gaining a lot of experience, one could almost forget that war is on the horizon and soon, their hordes are upon us.

Scouts report movement in the east, the morcantaz coalition has raided the northern frontier and is currently attacking ongiza, a significant raiding party is said to be heading for morcantari, the whereabouts of the main force is unknown.

>intercept them
>relieve ongiza
>>
>>4229670
oh yeah I almost forgot option 3
>fall back to the capital

I would never leave you with a 50:50 option
>>
>>4229670
Do we know the rough numbers of these armies?

If possible we should split and clear both groups but if they are large lets focus the on not besieging as that will take some time

>intercept
>>
>>4229670

>relieve ongiza
>>
>>4229716
we don't, all I can tell you is that they're big
>>
>>4229670
Could we have a current map, including the enemy territory and known movements?
>>
>>4229723
I suppose, that's gonna take a bit tho
>>
>>4229670
>intercept them
>>
>>4229690
>>fall back to the capital
>>
File: AncientMap3(war).png (21 KB, 1464x905)
21 KB
21 KB PNG
>>4229723
>>
>>4229670
>intercept them
>>
>>4229670
>>intercept them
>>
>>4229670
>intercept them
>>
>>4230500
>>4229808
>>4229760
>>4229736
>>4229716
You focus on the most immediate threat and decide to intercept the raiding party heading for morcantari. Due to the road system built by your father you manage to arrive before the raiders. As they emerge from the forest, you guess their numbers to be roughly around 300 men. This is quite worrysome, considering that's only a splinter of their forces. You try not to think about it too much and focus on the problem at hand. The raiders, unaware of your presence, try to scale the earthwalls, while they're being distracted by the defending garrison, you take the initiative and attack.
Overwhelmed by your surprise attack, the raiders flee, you massacre them in the ensuing rout. The few captives you did take, reveal their total numbers to us. An unbelievable 4000 morcantaz have banded together to destroy us.

>relieve ongiza
>fall back to capital
>ready defenses in izarogininnian
>>
>>4233194
>4000 morcantaz
I fucking knew it.

>fall back to capital
If they take the capital we're done for.
>>
>>4233194
>fall back to capital
god damn, I sorry guys
>>
How many able-bodied men are in Morcantari?
>>
>>4233194
>>fall back to capital
>>
>>4233194
>fall back to capital
>send a scouting party to asses the situation in ongiza

I’ll best bet will be to continue these hit and run attacks - sap the enemy of strength away from the main body

When they lay siege to izarogininnian we should counter attack again
>>
>>4233194
>Relive ongiza. our best bet is to fight small grouops of them we need to send word for a levy all fighting men and man the capital while out trained army strikes at small groups and attacks supply lines.
>>
How many men are in each garrison?
>>
>>4233194
>relieve ongiza
>>
>>4233420
varies a lot between towns, but on average 40
>>
>>4234257
Can we send a contingent to Ongiza, 10 of them Bolgoz?
>>
>>4234271
you can, but do you really think you should split forces in a situation like this?
you don't know how many are sieging ongiza
>>
>>4233194
>>fall back to capital

time for history to repeat itself
>>
>>4234323
Huh yeah, do we know the story from our grandfather of our lost homeland?
>>
>>4234463
we don't, it was lost to time and what do we know has been mythologized already
>>
>>4234323
>>4233341
>>4233302
>>4233280
>>4233209
With the knowledge of how many morcantaz are out to attack us, you leave Ongiza to fend for itself and fall back to Aitlazaterp, adding your army to the 100 man strong garrison.
You don't know where the enemy is going, all you know is that they're vaguely heading in your direction, making their way through the surrounding wetlands and forests.
Three days later, scout reports are coming in from across the kingdom.
The enemy main force has been sighted crossing the border, an estimated 1500 morcantaz.
The siege of Ongiza has turned into a stalemate, the ongizaz have completely halted the enemy assault and erected palisades atop their earthwalls, shutting them out.
Reports also state that the besiegers numbered originally around 800, but soon fell to as little as 200 when a chunk of their forces suddenly went off on their own, leaving the rest helpless against the might of our defenders. The chief of the ongizaz is convinced they no longer have the numbers to pose a serious threat to the town.
In other news, a 700 strong force has been sighted near Zoribalthari.

>meet the enemy at zoribalthari
>wait them out
>prepare the defense of zoribalthari
>>
now there's also a discord for this godforsaken quest
so you can spam me with mentions when I forgot to update again
https://discord.gg/NdZp8Y
>>
>>4234469
>prepare the defense of zoribalthari
>>
>>4234469
>>prepare the defense of zoribalthari
>>
>>4234469
>>prepare the defense of zoribalthari
>>
>>4234469

>Prepare the defense of zoribalthari
>>
Come to think of it, isn't that boulder which Aitlaz carved our history on still around, or has that been forgotten about by now too?
>>
>>4234758
forgotten
though it certainly still exists
nobody has a clue where
>>
>>4234469
>>prepare the defense of zoribalthari
>>
>>4235020
>>4234756
>>4234599
>>4234561
>>4234495
You move your army to Zoribalthari and join forces with the meager 10 man garrison in preparation for the inevitable attack. You stock up on wine and food to support the massive increase in mouths to feed, at the same time you walk along the earthwalls and around town, to get a better grasp on the terrain around you.
Before long, the enemy army approaches and you run back into the town, and tell your men to stand down. Only the original garrison may man the defenses for now.
The enemy army, seeing the small town being essentially undefended, charge straight up the earthwalls in an attempt to storm it.
With that, your forces spring to life and charge into down the wall into the enemy, crushing them underneath the pressure. The remainder of their troops managed to regroup and face us head-on, but with their numbers lessened, they are unable to compete with our technological superiority and a crushed with minimal casualties on our side.
of 700 - 634 were slain
of 66 - 58 were taken hostage
of 520 - 30 loyal citizens were lost

With this attack repelled, you think it's high time to go on the offensive and finally relieve Ongiza.

>add all garrisons to army
>add capital garrison to army
>keep things as they are
>>
>>4235077
>add capital garrison to army
Taking all garrisons sounds like a big risk to me.
>>
>>4235077
>add capital garrison to army
>>
>>4235077
What about the army of 1500. If there is 200 left ay Ongiza after they split up to support the 1500 there is still anout 1000 enemy troops unaccounted for if we assume this 700 was part of the 1500 which it may not be.

>keep things as they are

We need more scouts in the area
>>
>>4235096
you misunderstand anon
there were 4000
of which 2300 are already dead
the remaining 1700 are split between the 1500 main force and the 200 wiseguys sieging ongiza
>>
>keep things as they are

I'm a bit skeptical, Ongiza's besiegers pulled off ~600 men from their force, which could either be laying in wait to ambush any relief force or could be moving to strike other cities. We've proven that with the support of the local garrison and good tactics we can take their numerically superior forces on with ease here.
I say leave the capital garrison in tact just in case those other forces decide to show up at the capital.
>>
>>4235077

>keep things as they are
>>
actually wait, my maths was a bit off because I was further down the event chain than the thread

sorry about that
you killed 1000
the ongizaz killed 300
1500 are heading to an unknown direction
500 are completely unaccounted for
>>
>>4235100
they pulled off 300
they were the raiding party attacking morcantari
the rest were decimated by the ongizaz themselves
>>
>>4235111
I stand by my original statement regardless, there's still 500 unaccounted for according to
>>4235105
So I'll stick with
>keep things as they are
>>
>>4235077
>keep things as they are
>>
>>4234957
We should look for it after this war

>>4235077
>keep things as they are

Can’t leave our capital undefended and garrisons provide free scouts
>>
>>4235077
>>keep things as they are
>>
>>4235642
>>4235251
>>4235147
>>4235128
>>4235101
>>4235100
>>4235096
Unsure of the exact situation, you decide against your initial idea of taking the garrisons with you. You take your now 490 troops and march for ongiza to relieve them.
You send out your scouts to figure out where the main force of the enemy is heading.
Within the day, you manage to reach ongiza and find the besiegers have already dwindled down to roughly 100.
Noticing our arrival, the garrison sorties to attack them head on. You move your troops behind them as fast as you can, the now routed enemy, runs straight into your troops and you capture them.
You are mightily impressed with the ongizaz work how did they achieve this?
Being the largest settlement on the frontier, naturally invites raiders, the ongizaz are wise to their antics. Though this force was massive, they were no more than petty raiders, just a whole lot more of em.
The 40, no 50, wait 60? 70. 80, 90, okay this is ridiculous. It just keeps growing, where on earth did all these men come from? 130, 140, 150 strong garrison joins your army for the final battle.
You turn to the ongizaz chief, who presides over your 100 elite warriors and ask him what this is about.
As it turns out, while you were out campaigning in the south, the head-warrior used his resources to gain intelligence on known slaver tribes and raid them for their abducted kin. Though the people they were looking for were either already dead or sold off elsewhere, they did find their descendants, and not too few of them. Though their allegiance lies with the ongizaz, they have sworn to uphold the oath the ongizaz have made to your kingdom.
You're a bit skeptical about their loyalty, but the chief is your head-warrior for a reason, you trust his word.

Scout reports are coming in of enemy movements.
A vanguard of unknown size has been spotted heading for Izagorininian
The mainforce is roughly following in that same direction.

>use the terrain to ambush the main force
>intercept the vanguard
>dig into izarogininian
>gather the garrisons for the final fight
>>
>>4236051
Did anybody escape the last assault on Izarogininian?
>>
>>4236062
there was no assault on that town yet
but the last attackers did have 8 people who escaped, yes
>>
>>4236051

>dig into izarogininian
>>
>>4236068
So the same trick probably wouldn't work twice.

>>4236051
>use the terrain to ambush the main force
>>
>>4236051
>use the terrain to ambush the main force
>>
>>4236051
>use the terain to ambush the main force
>>
>>4236051
>the now routed enemy, runs straight into your troops and you capture them.
Ah excellent, the first slaves for our swestoliz mines

>>4236051
>use the terrain to ambush the main force
>>
>>4236051
>use the terrain to ambush the main force
>>
>>4236051
>use the terrain to ambush the main force
>>
>>4236194
we abolished slavery, anon
>>
this update will be the OP of next thread
stay tuned
>>
>>4236262
Could always just reintroduce it only for these guys...

Not sure what we’ll do with them otherwise
>>
>>4236803
Make like the Jews and kill all the males?
>>
>>4236817
Now that I think about it, that was any ancient civilization.
>>
>>4236817
Well we only captured warriors...so it’s only men.

Seems like a waste of labour

If we don’t want our own slaves, maybe sell them into other slaving tribes?
>>
as usual
>>4239296
link to new thread



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