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You are Flaviana Messore, daughter of an adventurer from Tilea. Your father had led a coup in order to regain his position of power, only to fail and meet his end. You took what men were still loyal to him and fled to the Border Princes. There, you got involved in a blood feud of two noble houses within Myrmidens, the largest state in the Borderlands. After untangling yourself and leaving as soon as you could, you fought orks and shortly there after started a new settlement along the sea. Once you began to settle in, your neighbour a kislevite Prince Pyotr, offered you favourable terms for minerals and to build a road to connect your two domains. As it stands, you are now with him clearing out woods of dangerous creatures, deciding to hunt beastmen, while he will deal with goblins and unknown humans.
>>
With a target chosen, you give your men a good rest and, in the morn, begin to split off from your peer. It does not take long for you to once more become isolated in the woods, hunting down beastmen. Question is, how ill you go about it ?

>If what Prince Pyotr said is correct, the horde should be low on supplies, food is plentiful, but bodies of water capable of quenching a warbands thirst are scarce.

>Split up your troops and spread out, combing the forest till you find the warband.

>March in full force, they are beastmen, they will come to you.

>(Write in?)
>>
>>5007312
>>If what Prince Pyotr said is correct, the horde should be low on supplies, food is plentiful, but bodies of water capable of quenching a warbands thirst are scarce.
>>
>>5007315
>>If what Prince Pyotr said is correct, the horde should be low on supplies, food is plentiful, but bodies of water capable of quenching a warbands thirst are scarce.
>>
>>5007315
>If what Prince Pyotr said is correct, the horde should be low on supplies, food is plentiful, but bodies of water capable of quenching a warbands thirst are scarce.
>>
>>5007315
>If what Prince Pyotr said is correct, the horde should be low on supplies, food is plentiful, but bodies of water capable of quenching a warbands thirst are scarce.
>>
>>5007323
>>5007354
>>5007674
>>5007806

Gimme 1d100 best of 3 to see if you cannot locate a large source of water
>>
Rolled 20 (1d100)

>>5008295
>>
Rolled 94 (1d100)

>>5008295
>>
Rolled 77 (1d100)

>>5008295
>>
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>>5008300
>>5008319
>>5008329

The army advances onwards, following your given instructions looking for large bodies of water.

Eventually, it is brought to your attention that your men had located what appears to be a horde of beastmen, currently busy gorging themselves.

Your presence is yet to be noticed.

>Try to encircle the warband, it is risky as they may spot your men, but if you succeed, these beasts will not escape to haunt the woods later down the line.

>Charge forth, they are unawares, and you’d rather use that advantage now than risk greater gain.

>Wait and watch, this could be just a portion of the beastmen, more may trickle in.
>>
>>5008358
>>Try to encircle the warband, it is risky as they may spot your men, but if you succeed, these beasts will not escape to haunt the woods later down the line.
>>
>>5008358
>>Try to encircle the warband, it is risky as they may spot your men, but if you succeed, these beasts will not escape to haunt the woods later down the line.
>>
>>5008358
>Surround them on 3 sides, but leave a gap through which they can retreat.

We don't want to spread ourselves too thin, nor do we want to completely trap them. As Sun Tzu said "When you surround an army, leave an outlet free. Do not press a desperate foe too hard", we want to avoid turning their fear and disorientation into a desperate courage to stand against us and fight to the last beast, give them a path to trickle through while we murder-blend them from all other sides while their strength slips away through a gap we leave them to retreat through. Their morale will plummet as man-beasts see their comrades behind them fleeing through the gap we leave and no one will stand in fight while their comrades leave them to die.
>>
>>5008358
>>5008401
Agreed, if we put our Crossbowmen opposite the gap they'll have an easy time mowing down anyone trying to escape through it. Maximize casualties while still giving just a sliver of hope of escape.
>>
>>5008401
+1
A cornered rat fights to the death but leave a little room to flee and we can slaughter them en masse.
>>
>>5008360
>>5008363
>>5008401
>>5008429
>>5008728

Encirclement maneuver it is.

1d100 best of 3 to see if you can pull it off. Keep in mind, this was a high DC choice. Best of luck.
>>
Rolled 14 (1d100)

>>5009161
>>
"Sigh" I was tempted to just say charge and pin some of them against the lake and do a three pronged encirclement of just one side of the lake so we would fundamentally just be charging as usual, but that's past now. The point anyways is not to spread our mere 3 melee units too thin and not to make the enemy desperate and fight to the last, otherwise they'll essentially get off the full value of their units in terms of mutual attrition. "In war, moral power is to physical as three parts out of four." and so on.

Please roll high anons.
>>
Rolled 58 (1d100)

>>5009161
>>
Rolled 11 (1d100)

>>5009161
>>
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Your men begin to spread out around the small lake, with an attempt to encircle the resting beastmen.

The soldiers however, were never trained or meant to be ambushing troops, as your formations spread further and further, you see one beastman, a large creature, stare absentmindedly towards the direction of your troops. For a moment you think its sheer stupidity will prevent it from warning its kin, but those hopes are dashed when another beastman tracks the direction of the fool and sees your troops.

An alarm is sounded and the beasts begin to shatter, a few groups moving in such away that they can be intercepted by your troops.

>Catch and kill those that you can, it will have to be enough for today.

>Chase the fleeing beasts, after killing those that you can

>Chase the fleeing beasts, leaving your men to deal with stragglers, while you take what is available on the hunt.
>>
>>5009344
>Chase the fleeing beasts, after killing those that you can
>>
>>5009344
>>Chase the fleeing beasts, after killing those that you can
>>
>>5009344
>>Chase the fleeing beasts, after killing those that you can
>>
>>5009346
>>5009360
>>5009375

1d100 best of 3

As it stands, two units can be intercepted and caught right now, lets see if you wipe them out fast enough to give chase.
>>
Rolled 93 (1d100)

>>5009477
>>
Rolled 27 (1d100)

>>5009477
>>
Rolled 82 (1d100)

>>5009477
>>
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>>5009482
>>5009554
>>5009564

The disorganized pieces of the horde are slammed into by your men, your heavy infantry folding the flanks and herding the beastmen into the cold embrace of your pikemen, your crossbowmen to the side loose volley after volley of accurate and deadly fire.

It does not take long for your foe to be overwhelmed, broken, surrounded and eventually, but inevitably annihilated.

The process does not even take an hour, but those beastmen who fled have gained distance, it will be difficult to hunt them, however with their comrades destroyed so quickly, you doubt that they expect you to move after them so swiftly.

Once more 1d100 best of 3 to located those that fled.
>>
Rolled 6 (1d100)

>>5009581
We need to train a light cavalry unit for pursuits
>>
Rolled 61 (1d100)

>>5009581
Yeah, cavalry would be nice to have. But first I want to refill our chad pikemen to full strength
>>
Rolled 43 (1d100)

>>5009581
>>
>>5009598
>>5009654
>>5009804

After the quick mop-up, the soldiers reorganize and set out is search of more beastmen.

The speed of the march sees you swiftly locate small disparate groups of beastmen, too tired and too weak to be able to get away from you in short time.

You reckon that from the original spotting around the lake, about 1/3 of the beastmen have been caught and slain.

You find yourself in the northern section of the woods, alone for now, surrounded by lush trees and bushes, the gentle stirring of leaves as the gentle wind blows across forest. Aside from that, you do not hear any other noises, birds and critters, even larger beasts have long since abandoned the lands due to the noise of battle.

Unfortunately, this peace cannot last too long, as you still have a war to wage.

>Keep to the North, more beastmen are bound to be here somewhere.

>You could head East; the goblins could still be putting up resistance.

>Those strange men West could still be around, maybe it is worth investigating.

>Turning South you could always head back to camp.
>>
>>5010534
>>You could head East; the goblins could still be putting up resistance.
If we can cut off a retreat, all the better.
>>
>>5010534
>>Keep to the North, more beastmen are bound to be here somewhere.
>>
>>5010534
>You could head East; the goblins could still be putting up resistance.
>>
>>5010534
>You could head East; the goblins could still be putting up resistance.
>>
>>5010534
>>You could head East; the goblins could still be putting up resistance.
>>
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>>5010557
>>5010639
>>5010642
>>5010656
>>5010673

The army wheels Eastwards at your command.

Eventually you start hearing the sounds of battle, it seems still that the goblins are standing strong.

Once you are able to reach a clearing able to provide enough of a field of view, you notice the ongoing combat.

A detachment of heavy infantry has been surrounded by forest goblins, the sheer weight and of the troops means that the goblins are struggling to break the heavies, but the sheer numbers disparity might result in the Prince’s men being exhausted faster than it will take them to break the goblins.

Atop of that, you are also able to spot giant spiders being ridden by goblins slam into the rear of the infantries.

>Hit the goblins on foot, they’ve yet to spot the army, so you might be able to catch and encircle the whole formation.

>Try to sneak through the edge of the battle and slam into the spider riders, it will be difficult, but if you succeed, enemy’s cavalry advantage will disappear.

>(Write in?)
>>
>>5011270
>Hit the goblins on foot, they’ve yet to spot the army, so you might be able to catch and encircle the whole formation.
We have to break the encirclement before the infantry is overrun, or the battle will turn nasty. Send in our own infantry to hit the Goblins in their rear, keep the Pikemen in reserve to react to any potential spider rider shenanigans.
>>
>>5011270
>>Try to sneak through the edge of the battle and slam into the spider riders, it will be difficult, but if you succeed, enemy’s cavalry advantage will disappear.
>>
>>5011270
>Hit the goblins on foot, they’ve yet to spot the army, so you might be able to catch and encircle the whole formation.
>once the crossbow men have a clear shot have them open fire in the spider riders
>>
>>5011270
Supporting >>5011326
>>
>>5011270
>>Try to sneak through the edge of the battle and slam into the spider riders, it will be difficult, but if you succeed, enemy’s cavalry advantage will disappear.
>>
>>5011270
>>Hit the goblins on foot, they’ve yet to spot the army, so you might be able to catch and encircle the whole formation.
>>
>>5011283
>>5011315
>>5011326
>>5011597
>>5011960
>>5012015

Hitting the goblins on foot, with the potential of using crossbows and pikemen against the spider riders.

1d100 best of 3
>>
Rolled 43 (1d100)

>>5012124
>>
Rolled 26 (1d100)

>>5012124
>>
>>5012145
Life is not cool right now, we need a champion to save us from bad-to-mediocre rolls.
>>
Rolled 73 (1d100)

>>5012124
>>
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>>5012177

https://www.youtube.com/watch?v=bWcASV2sey0

>>5012135
>>5012145
>>5012177

Your men emerge like vengeful phantoms from tales of old, in the eyes of the goblins, materializing out of nowhere, impacting the greenskins with an expression of Myrmidia’s wrath.

The already damaged goblin units find themselves overwhelmed, their number advantage negated, making them nothing more than sheeps awaiting slaughter.

Heavies that were surrounded, upon noticing this, also begin to push far more aggressively, quickly encircling their would-be killers.

Spider riders, upon seeing their comrades being caught, realizing that saving them would be the honourable and right thing to do, swiftly turnabout and begin fleeing the engagement. Receiving a few volleys from your crossbowmen for their effort, still, the attack wasn’t too effective as their position in the battle, heavy foliage and the sheer speed of them fleeing results in few casualties.

>Time to finish this, mop up the goblins and pursue the riders.

> Time to finish this, mop up the goblins and begin falling back to camp.

>Detach troops to pursue the fleeing riders (Which?)

>(Write in?)
>>
>>5012198
>>Time to finish this, mop up the goblins and pursue the riders.
>>
>>5012198
>Time to finish this, mop up the goblins and pursue the riders.
Careful about traps though, they're crafty little fucks.
>>
>>5012198
>Time to finish this, mop up the goblins and pursue the riders.
>>
>>5012198
>Time to finish this, mop up the goblins and pursue the riders.
>>
>>5012198
>>Time to finish this, mop up the goblins and pursue the riders.
>>
>>5012243
>>5012401
>>5012432
>>5012707
>>5012800

Kill and full force pursuit.

1d100 best of 3
>>
Rolled 2 (1d100)

>>5012973
>>
Rolled 74 (1d100)

>>5012973
>>
>>5012983
...Welp...At least we have plenty of company to help with whatever ambush we run into.
>>
Rolled 51 (1d100)

>>5012973
That's a nasty 2.
>>
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>>5012983
>>5012984
>>5012998

The goblins put up a surprising amount of resistance in their final pointless struggle. Inflicting the small, but impactful losses upon one of your heavy infantry units. Despite this, the goblins are finally overwhelmed and slaughtered to the last.

Swiftly reorganizing the men, you also assert control of the other heavy infantries and order a general pursuit of the fleeing spider riders.

The pursuit is difficult, with the thick undergrowth being unsuited for any of your troops, with only the crossbowmen actually making good speed, but they are slowed down by the fact that they have to keep orderly formation.

Eventually you catch the rider formations, with the Princely formation moving as a vanguard.

Suddenly, the ground gives under the heavy infantry formations, pit traps filled with sharpened wooden spears see themselves coloured red by the blood of Prince’s men. At a quick glance, you think that about 2/3 of the formations made it across before the trap was sprung.

The spider riders also turnabout, joined by two more formations emerging from the woods, charging your now cut off heavy infantry.

Meanwhile, battle cries echo across the woods as more goblins on foot emerge surrounding and attack your formation.

>Try to beat of the ambushers, and slowly, but surely make it to the other side of the gap to link up with the rest of the army.

>Rush forth, you cannot allow the army to be split, even if it means abandoning some of your slower men.

>Hold your ground, you can take these vermin, split up or not.

>(Write in?)
>>
>>5013166
>Try to beat of the ambushers, and slowly, but surely make it to the other side of the gap to link up with the rest of the army.

Our men are mostly heavy infantry, they'll be fine against weak goblins. Once we cross then we can use the traps to our advantage as pseudo-walls and the enemy will be forced to either go around or go between the gaps and be forced to fight our superior whole force through bottleneck.

The one thing we need to do is have the men on the side we are crossing to move away from the traps before the enemy impacts them, that way there is room for our men to cross over into, otherwise they'll have to fight and push the enemy back to make room. The other things is we need to get our vulnerable crossbowmen across first so our men are surrounding and protecting them.
>>
>>5013166
>>Try to beat of the ambushers, and slowly, but surely make it to the other side of the gap to link up with the rest of the army.
>>
>>5013166
>Try to beat of the ambushers, and slowly, but surely make it to the other side of the gap to link up with the rest of the army.
>>
>>5013166
>>Try to beat of the ambushers, and slowly, but surely make it to the other side of the gap to link up with the rest of the army.
>>
>>5013206
>>5013240
>>5013333
>>5013361

Crossing the gap. Let us see if you can maneuver and if the heavies can withstand the impact to create space for you.

1d100 best of 3
>>
Rolled 50 (1d100)

>>5013613
It's just goblins, what's the worst that could happen?
>>
Rolled 47 (1d100)

>>5013613
>>
Rolled 77 (1d100)

>>5013613
>>
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>>5013614
>>5013617
>>5013642

You begin an organized fighting retreat, your heavy infantry screening your flanks, allowing your pikemen and crossbowmen to dive behind friendly lines, out of the fears of them being encircled.

Your north begins to fold as your south pushes aggressively, trying to link up with the other half of the army.

The heavies on the other side of the trap are impacted by the spider riders, they causing havoc along the lines, two out of three hold and begin to push back, whilst one unit is almost completely backed into the pit trap.

>Keep going with the plan.

>Try something else (write in?)
>>
>>5014364
>Keep going with the plan.
>Send our Knight to rally the Heavies being pushed by the two spider cav units into the pit. Have him crush those filthy goblins.
>>
>>5014364
Well this isn't going too well. Rally the weak heavy with our presence and command.
>>
>>5014364
>>Keep going with the plan.
>>Send our Knight to rally the Heavies being pushed by the two spider cav units into the pit. Have him crush those filthy goblins
>>
>>5014392
>Support
>>
>>5014364
>>5014392
Aye, this sounds good.
>>
>>5014392
+1
>>
>>5014392
>>5014419
>>5014428
>>5014478
>>5014479
>>5014497

Okay then

2d100 best of 3

First is army
Second is Knight

As you may have noticed, I'm running the combat a bit differently right now compared to last time, but hero rolls are still separate.
>>
Rolled 32, 63 = 95 (2d100)

>>5014511
Lets turn some gobbos into mince meat
>>
Rolled 12, 80 = 92 (2d100)

>>5014511
>>
Rolled 13, 77 = 90 (2d100)

>>5014511
>>
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>>5014512
>>5014521
>>5014611

Sir Alfonso drives his horse forward, at the greatest speed he can achieve, making the impressive jump across the gap and safely landing on the other side. He then proceeds to scream off his lungs, charging onwards his two-handed black blade gleaming. You see him bring the sword down, splitting goblin and spider alike, be it the rough and hard skin of the greenskin or the tough chitin of the arachnid, none can stop the sharp and heavy sword. As the gleaming knight becomes a blood red reaper, you see the spider rider formations collapsing, as the heavy infantry find their spirits and charge, coming back from the edge and once more securing themselves solid footing.

The other two heavies, although not taking too many casualties, finding it difficult to push any further, as the spiders begin spitting both venom and webbings, frustrating the men from any further serious advancement.

Your southern heavy infantry is able to push the goblins back, giving you an opening to get to the other side with your more vulnerable units. This however has proven surprisingly difficult, with losses mounting and the goblins fighting with ever increasing ferocity.

This is when disaster strikes, the northern unit finds itself cut off, with the greenskins charge pummelling through the spread-out lines, encircling your northern heavy infantry. Using their sheer numbers, not so much to kill your men, as much as simply push them into the pit.

As it stands, your southern unit is too engaged to be able to assist your northern unit.

Your pikemen and crossbowmen, on the other hand, find themselves free of goblin attention.

>Deploy your free forces to assist Prince’s heavies, hopefully you can kill the riders before your flank is overwhelmed.

> Deploy your free forces to assist your beleaguered heavies, hopefully you can kill the foot goblins before your flank is overwhelmed.

>Split your units (how?)

>(Write in?)
>>
>>5014821
>> Deploy your free forces to assist your beleaguered heavies, hopefully you can kill the foot goblins before your flank is overwhelmed.
>>
>>5014821
>Have our crossbowmen shoot from where they are into the flank of the goblins surrounding our northern heavies on our right side.
>Have the pikemen assist our southern heavies on the right side, attempt to crush the southern goblins before moving as one to alleviate our northern heavies.
>Personally rally the northern heavies on the right side.

I hate not committing to one side and going back and forth indecisively, but we cannot let units be wiped out, and soon our qualitative advantage should shine through.
>>
>>5014982
>support
>>
>>5014982
+1
>>
>>5014910
>>5014982
>>5014986
>>5015414

2d100 best of 3

First is army
Second is Knight

Best of luck
>>
Rolled 29, 81 = 110 (2d100)

>>5015449
>>
Rolled 27, 23 = 50 (2d100)

>>5015449
Our Army really needs to step the fuck up here.
>>
Rolled 89, 38 = 127 (2d100)

>>5015449
>>
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>>5015454
>>5015460
>>5015463

Volley after volley of accurate bolts raining down upon the exposed goblins allows for an opening that your northern heavies exploit and begin to push down as the horde blocking them scatters to friendly lines.

This combined with your south being reinforced by your pikemen eventually creates a stable frontline. Your heavies holding the line and swatting away the enraged goblins, your pikes further exaggerating the height difference between man and small greenskin, alongside your crossbowmen loosing accurate volleys whenever a gap is exposed, horribly mutilating those goblins that think of themselves as cunning.

Your left, rallied by the presence of your knight continue their push onwards, the small numbers of riders unable to keep them pinned for too long.

Once more, the fortune of battle turns in your favour. With that happening and you ordering your men, you catch glimpses of hesitance in the goblins, with their advantage of an ambush swiftly melting away, these cowardly creatures may soon decide to break away.

>Keep it going as is, the lines have solidified.

>Send some of your units somewhere (which?)

>(Write in?)
>>
>>5015477
>Keep it going as is, the lines have solidified.
>Even out the line on the right so our northern most heavies on the right around being flanked and pushed into the pits. Have the pikemen steadily push the goblins on the right back so we aren't fighting in multiple directions.
>>
>>5015477
>>Keep it going as is, the lines have solidified.
>>
>>5015480
support
>>
>>5015477
>>Keep it going as is, the lines have solidified.
>>
>>5015480
>>5015494
>>5015503
>>5015563

Alright boys and girls, 2d100 best of 3

A good enough roll may finally rout the gobbos, as their pea sized brains are churning.
>>
Rolled 54, 65 = 119 (2d100)

>>5015648
>>
Rolled 50, 7 = 57 (2d100)

>>5015648
>>
Rolled 63, 62 = 125 (2d100)

>>5015648
We suffer from extreme mediocrity right now, where have all the PikeChads gone?
>>
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>>5015653
>>5015698
>>5015718

With proper order of battle re-established, the superior quality of your troops begins to show.

Your troops begin to slowly but surely push back the goblins, their inferior weaponry and strength unable to dent your men now that gaps have been sealed, and no foul trickery is to be played.

Upon realizing this fact, the greenskins begin to disengage in good order, well good order by their standards.

Much the same happens on your left, with the spider riders rushing headlong deeper into the woods.

It seems that victory is yours, though a steep price has been paid for it.

Your men look tired and weary, but if you need them to, they will keep fighting.

>Chase the goblins

>Tend to the wounded and secure the battlefield

>(Write in?)
>>
>>5015857
>>Tend to the wounded and secure the battlefield
Enough blood for the day
>>
>>5015857
>Tend to the wounded and secure the battlefield

We need to reorganize, if we chase we could be led into another ambush, we'll also never catch the spider riders.
>>
>>5015857
>Tend to the wounded and secure the battlefield
Enough battle for now, let's rest up and fall back.
>>
>>5015857
>>Tend to the wounded and secure the battlefield
>>
>>5015857
>>Tend to the wounded and secure the battlefield
>>
>>5015924
>>5016048
>>5016109
>>5016117
>>5016568

Setting about securing the battlefield, you swiftly begin relaying orders for reorganization, tending of the wounded and securing of anything of potential value.

A few hours after, with your men rested and as many as possible saved, you can finally take in losses.

Your pikemen and crossbowmen came out unscathed, particularly of note is the fact that your crossbowmen seem to have performed exceptionally in the combat, being able to find opportunities to loosen they had previously never spotted before (Crossbowmen now an elite unit).

Both of the heavy infantry units under your direct command are damaged, lacking men in the formations, but still capable of performing close to what a full formation is capable of.

The 3 other units of heavies have all been damaged as well, their casualties in the engagement coming primarily from the pit trap.

In total, roughly a hundred men lay dead on the battlefield.

As for the goblins, it is difficult to get an accurate reading, but judging by the sheer number of corpses, you think there may be as low as five hundred to as high as one thousand dead goblins this day.

The Sun is in decline by the time you feel you can once again set off, it would be prudent to return to camp for the eve, find out how the Prince faired this day, allow your men proper rest and meals. On the other hand, moving through the woods during the night is exceptionally difficult and dangerous, your foes know this, so if you go against such conventions you are certain that catching them flatfooted is almost entirely guaranteed, unless of course, they are planning the same.

>Return to camp

>Stay in the woods and push on (Where?)

>(Write in?)
>>
>>5016621
>>Return to camp
>>
>>5016621
>Return to camp
>>
>>5016621
>>Return to camp
>>
>>5016621
>Return to camp
>>
>>5016621
>Return to camp
>>
>>5016646
>>5016671
>>5016705
>>5016708
>>5016735

The night is dark and full of terrors (sorry), it is best to return to civilization, such as it is in these woods.

Making your way back to camp, you find a moment to observe the three heavy formations that you had fought alongside with this day. Unlike the two formations lent to you by the Prince, these men, despite their fine equipment, appear weary, saddened and a bit shaken. These are clearly fresh troops, unused to combat, but the fact that these men were given such fine equipment says something about the industrial might of Prince Pyotr.

As you reach the main encampment you see that it is already in full swing. Wounded are dragged off to medical tents, pots are already boiling, the scent of warm food already inviting both you and your men.

With a couple of cursorily glances, you spot a few tents seemingly abandoned, their inhabitants most likely never coming back after today.

Once your men settle in, you find a few free hours, a rarity as of late, to do what you wish. You have no doubt that you will be once again invited to dine with the Prince, so you might as well indulge yourself for the moment.

>Continue reading the treatise of strategy, penned by my father.

>Maybe read about another topic (which?)

>Observe the camp, gather rumours, get a read on the situation.

>The moment is right as any to try and converse with Prince’s officers, maybe you will gleam something useful from the conversations.

>Spend time with your men, they did well this day after all.

>(Write in?)
>>
>>5016792
>>Maybe read about another topic (which?)
Magic, for self defence and to lead from the front
>>
>>5016792
>Continue reading the treatise of strategy, penned by my father.
>>
>>5016802
Supporting
>>
>>5016792
>>Spend time with your men, they did well this day after all.
>>
>>5016792
>The moment is right as any to try and converse with Prince’s officers, maybe you will gleam something useful from the conversations.
>>
>>5016792
>>Spend time with your men, they did well this day after all.
We can read later, now is a good time to talk to and inspire our men
>>
>>5016792
>Spend time with your men, they did well this day after all.
Let's have a chat with our Chadpikes and our champion. We can always read on the road.
>>
>>5016792
>Spend time with your men, they did well this day after all.
>>
>>5016802
>>5016852

Magic

>>5016811

Strategy

>>5017075

Officers

>>5016879
>>5017107
>>5017128
>>5017152

Chadpikes

You sit amongst your men; they seem overall cheerful. They had barely suffered any losses in the last few days, most casualties falling upon the heavies.

They raise a cheer to your name and that of your father’s. The fact that your name echoes before your father’s means, that finally, these soldiers are yours, not your fathers, nor the promises of wealth, but true loyal fighting men, the people you could trust your back to. (+1 Loyalty)

During your down time you also meet up with Sir Alfonso.

“My lady, fine battles this day, though a few close calls here and there, these lands are truly in need of Myrmidias embrace.”

“Couldn’t agree with you more sir. Tell me, how is the sword treating you ?”

“It’s a fine weapon, but the more and more I use it, the more I feel like it was never meant for human hands. The blade’s weight is too unbalanced, though that does result in my attacks carrying far more power behind them. The handle is too long and wide, the guard is elongated to a point where I could use it as dagger in its own right. I do not think I’ll ever be able to wield the blade freely, but I am starting to understand how to use the weight to my advantage, when it comes to my own movement.”

You continue the small talk for a few moments more, before excusing yourself and departing.

(1/2)
>>
>>5017466

It does not take long for a Prince’s servant to find you and once more invite you for dinner.

As you step in the warm tent of Prince Pyotr, you are greeted by the smell and sight of roasted pheasants, fresh baked bread and thick sauce like soup, alongside the wide selection of drinks from the last time.

The Prince seems similar to how you saw him last time, but you do notice a thin sheen of sweat on his forehead, his moves appear reserved and slow. Your own mighty perception allows you to notice the slight quiver of his lips or the twitch of the eyes. The Prince has clearly been injured, despite the fact that he seems to have tried his damnedest to hide the fact.

“Princess Messore, please sit. I heard from my men that you had quite the eventful day.”

“Judging from the few empty tents I also see that you had some excitement.”

“Indeed, the unidentified men, I had to personally attend to it. They seemed quite skilled and dangerous, we discovered far more than a few archers in the woods, hundreds of infantry men began streaming down upon, wave after wave, after wave set down upon us. Chaff really, but dangerous one, the greatest problem were the archers, damn accurate fire rained upon us, and once we exhausted ourselves, heavy infantry emerged from nowhere and slammed into us. Eventually our numbers won us the day. Many of them were killed, but a few slipped away. After pushing further, I discovered some abandoned ruins, but they seem to have been picked clean. I think that the main reason why they disengaged from us was because they found what they were searching for.”

Most of the rest of the night is spent talking about today’s battles, and in the closing hours the Prince says:

“Most of the woods have been cleared, what few bands survive will now be easy to shatter. As such, I do believe I can declare the start of the road. I shall remain encamped here for the foreseeable future and secure my half of the road. Feel free to remain here as long as you wish before you depart.”

And with that, night finally comes and you retire to your tent, with thoughts in your mind about what you should do.

>Depart back home in early morn.

>Allow your men a day’s rest and depart then.

>Stay in camp, there are still some battles to be had in the woods.

>(Write in?)
>>
>>5017468
>>Allow your men a day’s rest and depart then.
>>
>>5017468
>Stay in camp, there are still some battles to be had in the woods.
>>
>>5017468
>>Allow your men a day’s rest and depart then.
>>
>>5017468
>>Allow your men a day’s rest and depart then
Let's use the downtime to read, maybe?
>>
>>5017468
>Allow your men a day’s rest and depart then.
>>
>>5017468
>Allow your men a day’s rest and depart then.
>>
>>5017493
>>5017531
>>5017542
>>5017557
>>5017632
>>5017647

Deciding to stay still for a day, after some basic organization you find free time for the day, time that you will most likely not have once you return, after all, you are certain that the settlement will survive a day without you.

In the early morning, the army of the Prince leaves once more for the woods, with a skeleton crew left behind to guard the camp.

>Continue reading the treatise of strategy, penned by my father.

>Maybe read about another topic (which?)

>(Write in?)
>>
>>5017706
>>Maybe read about another topic (which?)
M
A
G
I
C
>>
>>5017706
>Continue reading the treatise of strategy, penned by my father.
>>
>>5017706
>>Continue reading the treatise of strategy, penned by my father.
myyah
>>
>>5017706
>Continue reading the treatise of strategy, penned by my father.
>>
>>5017717
+1
Come on, let's branch out our skills
>>
>>5017706
>Continue reading the treatise of strategy, penned by my father.
One book at a time
>>
>>5017706
>>Continue reading the treatise of strategy, penned by my father.
>>
>>5017706
>>Continue reading the treatise of strategy, penned by my father.
>>
I am going to be busy for a while. Next update will be on the weekend.

If the thread doesn't die I'll continue here, if it does I will make a new one.
>>
>>5018408
'kay, thanks for the update. Take care.
>>
>>5018408
>If the thread doesn't die I'll continue here, if it does I will make a new one.
Last thing you need to worry about in /qst/ lol
>>
>>5017717
>>5017810
>>5017824
>>5017846
>>5017868
>>5017873
>>5017923
>>5018049

After a day of rest spent reading your father’s treatises, the army sets out once more, this time missing the two heavy infantry units, as they stayed behind with their Prince.

Roughly over a week worth of travel, the fertile fields and the sturdy wooden wall become visible from the distance.

As you come closer more details become apparent, in just a few scant weeks the number of fields have grown exponentially, you can see a large amount of fishing boats roaming the sea, you even spot armed merchant ships docked at port. As you make your way inside of the settlement proper, you are struck by the sight of numerous people wandering the streets, buildings have been propped up and crammed behind of the safety of your town’s walls.

Once you make your way towards your mansion and begin to settle in, you can finally look over the papers detailing the growth of your town.

As it stands, it took all the scant few favours you had and a little bit of coin (-2 Influence, -1 Wealth), but this has attracted a boggling of people to your home. Most importantly, the people who moved in had large families, so with the exponential explosion of the population as a whole, your city is also overflowing with fit men of fighting age (+5 Population).

The fact that your town did not collapse was enough to convince merchants to conduct trade with your lands, primarily taking in large stocks of wood, cut down from the local forest (+2 Wealth). So far, your lands lack anything other of interest to trade for.

Which raises another issue, the influx of people mean that your fishermen can barely keep up, as reports of escalating troglagob raids increasingly interfere with their productivity. Your fresh, new fields have yet to bear fruit, it will be a few months still.

The engineer you had hired has also prepared projects for your attention:

He wishes to construct a secondary wall around the fields, as the town is already feeling cramped.
He also wants to build a wooden crane at the pier to assist with the process of loading and unloading ships.
He seems to desire the resources needed to make proper roads within the town and the surrounding areas.
He has also finished assessing the costs and time needed for the main road construction between you and Prince Pyotr.

>Inquire further about the projects (which?)

>Inquire more about the troglagobs.

>With the excess manpower, inquire about potential recruitment drives.

>(Write in?)

You can do as many projects and recruit as many troops as you want, presuming you have the needed resources, excess manpower automatically decreases project times.
>>
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>>5022131

YOUR STATS:
Military 2 (Used for military actions, supplies and the like)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 4 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 5 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
1 damaged unit of professional pikemen
1 damaged unit of elite pikemen
1 unit of elite crossbowmen
Knight Champion

Forgot settlement map on the last one.
>>
>>5022131
>With the excess manpower, inquire about potential recruitment drives.

We need more manpower and we need to address the raids so our already meagre food supply can avoid being strained, so I vote we recruit some troops so we can have a proper mixed forces with multiple units, some that can hold and some that can maneuver. At the moment we have so few troops that there isn't much room for complex tactics, plus we are missing a cavalry force of any kind.

As for construction, I think we need to either work on the crane or the road, that way we can get goods from Pyotr and trade them via our access to the sea. I do think the secondary wall will be necessary as some point so we can secure our fields and have room to expand into, otherwise they'll be exposed to raiders of all kinds like the beastmen we've spotted around.

Finally, food seems to be an issue, so we'll have to address that in some way, we'll need multiple sources of food and we need to increase our production, perhaps by making irrigation trenches or something.
>>
>>5022131
Ah, actually I missed that last line about us being able to do multiple things at once.

Since I have no idea about the cost of military units I'll just list a couple I'd like.

>With the excess manpower, inquire about potential recruitment drives. Specifically creating a unit of light cavalry for pursuits and scouting and a unit of medium infantry. If we only have enough supplies for one, then prioritize the cavalry, if we cannot acquire the requisite horses, then get the medium infantry.

>Inquire further about the projects (The road to Prince Pyotr and crane.)

>Inquire more about the troglagobs.

We need to know whether we have time for a recruitment drive, or if the threat to our food supply is so dire that we must take immediate action to stop the raids.

It is also worth noting that while we may be one of the only small fishing towns nearby with professional soldiers in significant numbers, we need more units if we want to defend our town, patrol the roads, occupy the castilo, and have a force to assist or coerce the nearby fishing towns.
>>
>>5022131
>>Inquire further about the projects (which?)
Secondary wall and new roads
>>Inquire more about the troglagobs.
>>
>>5022131
>With the excess manpower, inquire about potential recruitment drives. Fill out the depleted Pikemen first, then see what we can do afterwards.
As the other Anon said, Light Cavalry should be the focus for the new unit since we'll be guarding our section of the road, but I prefer filling out our Pikechads to full strength before then. We also need to capture some horses to breed for our cavalry units if we are to establish our own cavalry. Or alternatively we could buy a contingent from one of the Merchants pulling in to our pier, or put in a request with the Merchants for horses.

>Inquire further about the projects (which?)
>Road
>Secondary Wall
We can build the crane later, right now we're not really exporting something that's heavy enough to require it. After the road is finished and the Princes goods come rolling down it we'll probably need it, but right now it can be put on the backburner.

>(Write in?)
>Send a Diplomat with gifts (1 Wealth) to establish diplomatic relations with the Dwarves of Barak Varr and inqure about aid for a construction project.
We can use the Dwarven expertise in Stoneworking to get the Castillo repaired and rat-proofed, and also later build stone piers to allow their heavy merchant fleet to stay in port, and stone walls around our settlement for increased defense. Hell, just mentioning that we burned a pack of filthy Rakki out of their nest would be cause for celebration among the Dwarves. We'll be best buds in no time.
>>
>>5022131
>>With the excess manpower, inquire about potential recruitment drives.
Replenish pikemen then recruit Light Cav

>Inquire further about the projects (which?)
Roads, wall, cranes
>>
>>5022144
>>5022150
>>5022182
>>5022197
>>5022201

Okay then, seems that you fellows are interested in everything.

PROJECTS:

>Main trade road – Presuming the work can go without any interference, the project would take 3 weeks and cost 2 wealth.

>Secondary wall – The construction will take about a month, if things go to schedule. It will cost nothing, but the city’s main source of trade – logs, will be used in the construction. So excess income is not to be expected. The people working on the project will spend their earned cash in town, thus keeping you in the black.

>Town roads – will take about 2 weeks and cost 1 wealth.

>The crane – will take 1 week and cost 1 wealth
>>
>>5022261

RECRUITS:

FOOT:

>Light infantry (200 men) (Costs 1 wealth and 2 population) – Ill-disciplined and equipped men, but cheap, plenty, and expendable. The destitute, the desperate, the naïve or the foolish, they will fight until they learn just how harsh the world truly is.

>Medium infantry (100 men) (Cost 1 wealth, 1 military and 1 population) – The stop gap between the poor infantryman and the professional men-at-arms. Faster than heavy infantry, but nowhere near as tough, still superior to light infantry.

>Pikemen (100 men) (Cost 2 wealth, 1 military, 1 population) – Men trained to fight in formation, as long the formation holds, they are an immovable object, but if the distance is closed or they are outflanked, they die as quickly as ranged troops in melee. (No casualties until distance is closed or outflanked.)

>Heavy infantry (100 men) (Cost 2 wealth, 3 military, 1 population) – Tough and reliable infantry, capable of holding its own in most situations, but is expensive and slow. (REQUIRES RESOURCE ACCESS – METALS) (SPECIAL – due to your relationship with Prince Pyotr, you can raise 1 unit free of military cost. Once the road is established and as long as trade is maintained, or an alternative is found, the units can be recruited as usual.)

>Marines (100 men) (Cost 1 Wealth, 1 Military and 1 population) – Soldiers specifically trained in naval warfare and boarding actions. Functions as professional light infantry if forced to fight on land. Taken from those whose skin has long been toughened by the harsh sea winds. (REQUIRES RESOURCE ACCESS – SEA FOOD OR NAVAL SUPPLIES) (RESOURCE PRESENT)

RANGED:

>Archers (100 men) (Cost 1 Wealth, 1 Military and 1 population) – High rate of fire, but weak penetration, make these men excellent ranged unit when dealing with poorly equipped foes. They can also arc their fire to loosen above the heads of their allies and as such are capable of firing into melee, though at a massive disadvantage. (REQUIRES RESOURCE ACCESS – WOOD) (RESOURCE PRESENT)

>Crossbowmen (100 men) (Cost 1 Wealth, 2 Military and 1 population) – The sweet spot between the two extremes, a decent rate of fire and decent penetration. Useful against most foes in most situations, but will be overwhelmed by large hordes or supremely armoured foes. (REQUIRES RESOURCE ACCESS – WOOD) (RESOURCE PRESENT)

>Arquebusiers (100 men) (Cost 2 Wealth, 3 Military and 1 population) – A slow rate of fire, not really all that reliable, but supremely powerful weapons, capable of penetrating the thickest of armours. Each volley, though in large intervals, tends to be absolutely devastating, the enemy will probably break and run long before they can even reach the arquebusiers. (REQUIRES RESOURCE ACCESS – METALS, GUNPOWDER, FOUNDRY)
>>
>>5022262

MOUNTED:

>Light Cavalry (50 men) (Cost 2 Wealth, 1 Military and 0.5 population) – Light armed and armoured riders. They make exceptional scouts and find the most use in battle chasing down fleeing foes. (REQUIRES RESOURCE ACCESS – HORSES)

>Heavy Cavalry (50 men) (Cost 3 Wealth, 3 Military and 0.5 population) – Superb shock and melee cavalry, an unstoppable force, capable of breaking most formations upon impact, faster than footmen and superbly armoured. The undisputed kings of flat terrain. (REQUIRES RESOURCE ACCESS – HORSES AND METALS)

ARTILLERY

>Light artillery (10 pieces) (Cost 4 Wealth and 4 Military) – Small field guns, relatively manoeuvrable but still packing a punch, requires a skilled crew and is difficult to produce, but if used correctly can change the flow of battle and bring down average fortifications. (REQUIRES RESOURCE ACCESS – METALS, GUNPOWDER, FOUNDRY)

>Heavy artillery (5 pieces) (Cost 6 Wealth and 6 Military) – Large field guns, slow and cumbersome, but utterly devastating once brought to bear, requires a skilled crew and is difficult to produce, but if used correctly can change the flow of battle and bring down strong fortifications. (REQUIRES RESOURCE ACCESS – METALS, GUNPOWDER, FOUNDRY)

UNIQUE

>Tercio (200 men) (Cost 1 Wealth, 1 Military, 1 unit of pikemen and 1 ranged unit) – A new unique formation spreading though Tilea and Estalia, combining the greatest advantage of pikes and ranged. The special training allows for the pikemen to manoeuvre more easily, thus avoiding outflanking whenever possible, but they are still vulnerable if the foe closes the distance. (SPECIAL CONDITIONS – TILEAN OR EASTALIAN, OR HAS THE TRAIT “SKILLED TACTICIAN”) (CONDITIONS MET)

Resources can be traded for one time, or even few time, use. You can also see if you cannot call in favours with friendly powers for resources
>>
>>5022264

The troglagob situation has continued to escalate. Your fishermen are near constantly harassed, a raid was launched on land, but it was successfully thwarted by your pikemen garrison. It also seems that the blueskins attention has shifted towards you, as the two nearby fishing villages are now experiencing fewer and fewer raids. Your men speculate that the troglagobs might launch a full-scale attack in a short while.

>Approve projects (which ?)

>Recruit troops (which ?)

>Deal with the nearby fishing villages (
>Coercion,
>peaceful interaction and the continuation of your previous alliance,
>outright conquest,
>just leave them alone.)

>(Write in?)
>>
>>5022266
>Approve projects
>Main trade road - 3 weeks, 2 Wealth
Tempted to begin construction of the secondary wall as well, but the lack of guaranteed income for the duration of it's construction makes me hesitant. I want to train up a few more units so we can effectively guard both our settlement and the road now that the Troglagob raids are picking up, and if we have to spend a month without income we can't do that. If we finish the road first we can count on another trickle of income whilst we build the wall.

>Recruit troops
>Pikemen (100 men) (Cost 2 wealth, 1 military, 1 population)
Since we have two damaged units I assume this option means we can replenish the lost men in those units for the same cost as recruiting a new one, right?
No horses for cavalry, sad. Also something we need to rectify either by trade of by taming a pack of horses.

>Deal with the nearby fishing villages
>peaceful interaction and the continuation of your previous alliance
No reason to alter the Status Quo.

>Write in
>Send an Envoy to establish relations with Barak Varr and ask for assistance in a construction project
Won't have the wealth to send a gift with this selection, but us burning out a whole nest of Skaven should still go over well with them.
>>
>>5022276

So far, you have no means of reinforcing the pike units, that is without lowering the units quality. That is an important balancing act, the more elite a unit becomes, the harder it is to reinforce.

You can pay to reinforce both, but their quality will be lowered by a notch. It will still be easier for them to climb back up, as the veterans quickly teach the rookies, but it will, at least temporalily, reduce the quality of the units.

Sorry for not making that clear, but after an hour of just writing this thing out it slipped my mind.
>>
>>5022285
Thanks for clarifying. It's of course understandable that newly conscripted men would lower the overall quality of the unit until they are either bloodied in combat or drilled into shape.

I'm still for the idea of seeking to replenish our Pikemen to full strength before any other recruitment. The other alternative is to use the one time bonus to pump out a Heavy Infantry unit this turn. I'll wait until we hear from other anons before I decide if it's better to switch over.
>>
>>5022261
>>Main trade road – Presuming the work can go without any interference, the project would take 3 weeks and cost 2 wealth.
>Town roads – will take about 2 weeks and cost 1 wealth.

>Pikemen (100 men) (Cost 2 wealth, 1 military, 1 population) – Men trained to fight in formation, as long the formation holds, they are an immovable object, but if the distance is closed or they are outflanked, they die as quickly as ranged troops in melee. (No casualties until distance is closed or outflanked.)

>(Write in?)
recruitment drive
>>
>>5022266
>Projects
Trade road

>Recruitment
1 Pikemen

>Diplomacy
Maintain friendship

>Special
Inquire Pyotr about buying some spare horses
Inquire Barak Varr about rebuilding castello
>>
>>5022261
>Main trade road – Presuming the work can go without any interference, the project would take 3 weeks and cost 2 wealth.

Get this up so we have goods to trade via the sea, that is the strength of our coastal position after all, it was explicitly stated to be so previously.

>>5022262
>Heavy infantry (100 men) (Cost 2 wealth, 3 military, 1 population) – Tough and reliable infantry, capable of holding its own in most situations, but is expensive and slow. (REQUIRES RESOURCE ACCESS – METALS) (SPECIAL – due to your relationship with Prince Pyotr, you can raise 1 unit free of military cost. Once the road is established and as long as trade is maintained, or an alternative is found, the units can be recruited as usual.)

I think we ought make use of our one time free unit. (free of military cost at least)

It is also worth noting that we have no units capable of fighting well in close quarters as the battle in the castilo demonstrated. We just have pikes and crossbowmen.

If the vote for the heavy infantry or main road doesn't win, it may be worth getting some marines to help deal with the blue skins.

Later I'd like to form a tercio, but we need more units first before we start forming up combination units.

>>5022266
>peaceful interaction and the continuation of your previous alliance,

This isn't the time to conquer them yet, we have too much on our plate, we have to deal with the raids. Once we deal with our enemies and build up a little bit more we should subsume the other fishing villages into our realm. It doesn't pay to be a nice gal who never takes advantage of the weakness of people who cannot defend themselves, we are in the Border Princes, a certain degree of ruthlessness is required. As long as we treat them well after we conquer them, all should be relatively well.
>>
>>5022285
QM, if we were to combine our current pikes and crossbows, would it create an elite-level tercio?
>>
>>5022762
>I think we ought make use of our one time free unit. (free of military cost at least)
I was thinking of training up the Heavy Infantry next turn after we gather more Wealth, getting the Pikemen replenished now will give them more time to train back up to their old level of quality. The bonuse we have to skip the Military and Resource Cost will still be there then.
>>
>>5022266
>>Approve projects (which ?)
>Main trade road – Presuming the work can go without any interference, the project would take 3 weeks and cost 2 wealth.
>Town roads – will take about 2 weeks and cost 1 wealth.

>>Recruit troops (which ?)
>Pikemen (100 men) (Cost 2 wealth, 1 military, 1 population) – Men trained to fight in formation, as long the formation holds, they are an immovable object, but if the distance is closed or they are outflanked, they die as quickly as ranged troops in melee. (No casualties until distance is closed or outflanked.)

>Deal with the nearby fishing villages (
>Coercion
>>
>>5022889
I'm fine with that I guess.

The price of replenishing two units should be the price of one unit at most, right? Since we'd be splitting a full unit essentially to restore our two pikemen units to full?
>>
>>5022266
>Approve projects
>Main trade road – Presuming the work can go without any interference, the project would take 3 weeks and cost 2 wealth.
>The crane – will take 1 week and cost 1 wealth

>Recruit troops (which ?)
>Pikemen (100 men) (Cost 2 wealth, 1 military, 1 population) – Men trained to fight in formation, as long the formation holds, they are an immovable object, but if the distance is closed or they are outflanked, they die as quickly as ranged troops in melee. (No casualties until distance is closed or outflanked.)

>Deal with the nearby fishing villages (
>peaceful interaction and the continuation of your previous alliance,
>>
>>5022266
Backing >>5022737
>>
>>5022276
>>5022690
>>5022737
>>5022762
>>5022949
>>5023073
>>5023224

Main Trade road, pikes and peaceful interactions for now.

There was some interest in city roads, but not enough to go over half.

I've also seen some murmurings for sending envoys, so I decided to include this.

>Contact your father's old friend once more (ask him for what ? return the loan ?)

>Contact Baron Caino of House Razza, the vassal of house Ventrone owes you a favour, for saving his cousin-in-law (ask him for what ?)

>Send envoys to Barak Varr (Asking for what ? Sending what ?)

And the one final question, the new pike unit.

>Leave it as a separate unit

>Combine it with your existing units. (Decreases quality)


YOUR STATS:
Military 1 (Used for military actions, supplies and the like)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 0 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 4 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
1 damaged unit of professional pikemen
1 damaged unit of elite pikemen
1 unit of elite crossbowmen
Knight Champion
>>
>>5022767

Yes, if you combine two elite units, the new formation will also be elite.
>>
>>5023351
>Contact Baron Caino of House Razza, the vassal of house Ventrone owes you a favour, for saving his cousin-in-law
>Inquire if we can get a stable population of horses to breed for a future cavalry force

>Send envoys to Barak Varr
>Establish cordial relations and ask for aid in rebuilding an old fortress we reclaimed from the Skaven.


>Combine it with your existing units. (Decreases quality)
>>
>>5023351
Supporting >>5023455
>>
>>5023351
>Contact your father's old friend once more (ask him for what ? return the loan ?)
Inform him we have establish ourself, and offer him a good trade deal. Also remind him we haven t forgot the favour of his.

>Contact Baron Caino of House Razza, the vassal of house Ventrone owes you a favour, for saving his cousin-in-law
Ask if it would be possible to send us artisans of different kinds here. We can extend a trade deal between us as well.

>Send envoys to Barak Varr
Establish cordial relations and trade relations. If this goes well first, we can perhaps ask for aid in rebuilding the old fortress we reclaimed from the Skaven, our envoys need to understand if is feasible before asking. We don t want to be laughed upon, it would be wise to bring a decent drawing of the fortress as well. Beside the fortress even our capital and future settlements might need more proper walls/fortifications, an information for possible future construction deal between us.

>Combine it with your existing units. (Decreases quality)
>>
>>5023351
Backing >>5023455
>>
>>5023772
+1
>>
>>5023455
support
>>
>>5023455
>support
But is there any way we could have the veteran pike train the new guys or could we have it since their are veteran pike in the unit we could speed up the process for them to regain veteran status
>>
>>5023455 (Most votes)

You order the engineer to being construction of the trade road connecting your land with that of Prince Pyotr. Hopefully the job will be done on time and under cost.

Meanwhile, you put your new citizenship to work, drawing volunteers to refill the ranks of your pikemen formations, it will take sometime for the formations to once more fight at full efficiency, but one or two battles should bloody your new men enough.

Messengers are also sent to the nearby fishing villages, deciding that it is prudent to hold your deal for now, especially when you are facing a potential food shortage. The villages fulfil their end of the bargain delivering fresh fish to your larders.

An envoy is also dispatched to contact Baron Caino, deciding that it is about time to call in a favour. Hoping for some breeding stock to make your own cavalry force, it is a process that will take a while, but the lack of cavalry has haunted your battles ever since you arrived to these bloody lands.

And finally, though a long-shot, the Dwarfs are skilled craftsmen of all kinds, renowned across the old world and while stubborn, and prideful. Having them on your side would make restoring that castello not only a certainty, but without a doubt, it would become one of the greatest keeps of the Borderlands. Again, the dwarfs have no relations to you or your people, for good or for ill, though remembering your father’s stories on just how badly dwarfs hold grudges, it is better to be an unknown.
Alright people, a roll for Baron, dwarfs and the road construction. Three rolls of 3d100 in total, best of 3.
Now that peace has come, let us see if your luck holds.

Also, only update for today, am fucking tired.
>>
Rolled 43, 16, 78 = 137 (3d100)

>>5024899
The luck of the dice bring me dwarven allies please.
>>
>>5024900
Well, at least the Road is going alright.
>>
Rolled 97, 66, 87 = 250 (3d100)

>>5024899
>>
Rolled 75, 32, 17 = 124 (3d100)

>>5024899
>>
>>5024900
>>5024917
>>5024968

As hours turn into days and nights, two weeks pass before you start receiving reports:

The road is progressing on time, if weather holds, the job will be done a couple of days early. Your cleaning mission was mostly successful, with a few disorganized bands of orks bothering the workers, but those were easily repelled by the guard force.

Your envoy, travelling swiftly by the sea was able to reach Barak Varr and meet the dwarfs. He reports that he was met by a minor representative, after waiting for 4 days. He states that the dwarfs had met him with indifference and almost a cold disregard, but up on mentioning the situation with the castillo, most importantly how you cleared it, they became far more boisterous and friendly. They even agreed to look over the preliminary plans of the castillo, but they had promised and said nothing about the subject. Being an old and prideful race, your envoy thinks that far more will be needed for the dwarfs to truly warm-up to the idea of any dealings with your holdings. Establishing a stronger position, may make the dwarfs far more interested in further dealings, so far they seem to view your lands as just another hamlet, to be overwhelmed in a years’ time by the myriad of hostile beings in the Borderlands. The awkward conversation was not helped by the fact that your new home does not even have a name, simply being referred to as “The realm of Princess Messore”.

Your messenger to the Baron brings good news. The Baron has sent a hundred horses, under escort, to your new lands, as long as the animals are allowed freedom, in a few years’ time their numbers should swell. With this, the Baron views his debt to you repaid.

Another matter of note draws your attention however. A troglagob horde has attacked one of the villages, you thought that moving to their aid would be wise, until you saw an even bigger horde gathering near your settlement, judging from the stupid grins on their faces, or so your scouts report, they believe this to be a master stroke, to draw you away with a minor force and hit your home with great fury once you are gone, they appear to be entirely ignorant of the fact that they made near to none effort to hide. You can only presume that the troglagobs are truly unused to how war works on land. (Jesus, poor fuckin gobbos, they rolled like absolute shit)

>Rally out to meet the troglagobs on the field, move fast and hard, hit them before they know what happens.

>Rally out to meet the troglagobs on the field, move slow and steady, encircling these creatures and butchering them to the last, this will at least for a while put an end to this annoyance.

>Let them come, you built walls for a reason.

>Perhaps time has come for a trap ? (write in?)

>(write in?)
>>
>>5025677
>>Perhaps time has come for a trap? (Appear to move out with one of our units of pikemen, when the troglagobs move in have the crossbowmen reveal themselves atop the walls and release a volley into the oncoming horde and our other unit of pikemen to engage them so they can't easily untangle themselves and retreat, meanwhile our other unit which will have moved out of easy eyesight will sneak around to the enemy rear and kill any foes retreating piecemeal before hammer and anviling the trogs between our two pikemen, front and back.)

If this vote doesn't win then I'd like to...
>Rally out to meet the troglagobs on the field, move fast and hard, hit them before they know what happens.

We saw how tough it was to sneak around and ambush foes even if they are unaware of us and when we have to move sneakily with hundreds of men. It may be more likely to succeed because they could believe we are just moving out for the initial part of our maneuver but they'll know once we start advancing on them, hence why it is important to move quickly and strike hard and fast rather than to surround them and attempt to not let any escape.

Mauling them badly will show them we aren't easy prey and they should leave us alone.
>>
>>5025677
Was the ambush being easy to spot due to the 97 I rolled? (which is a crit, I believe?) Or was the 97 for something else?
>>
>>5025708

The 97 was for the horses, a success would have netted you guys 50, but the crit gave you 100
>>
>>5025708
>>5025709

To further clarify, in battle only your rolls matter on how well the thing goes, anything outside of that, I roll for the enemy factions. In this case, the gobbos got a 16 atop of a high DC roll, so that is why they are sitting around like retards, giggling to themselves.
>>
>>5025677
>>5025706
>Perhaps time has come for a trap ? (write in?)
To build further on this Anon's idea, we can pretend we're sallying out to aid the village that's under attack with one Pikemen and our Crossbowmen to give the illusion we've fallen for the bait, and then as they attack our walls we'll pincer them between the walls and our ambush units.
>>
>>5025712
Okay, thanks for the clarification.

>>5025734
Yeah, that was my intent, they would think we were leaving to assist the other villages. The only reason I didn't list the crossbowmen as leaving is well is that I'm not sure how hard it is to wield a pike on top of a wall, so I wanted the crossbowmen on top to take advantage of the height advantage to pop up and surprise them, otherwise we'll have a hard time utilizing them once our troops are engaged in melee with them unless they can get a flanking shot.

Though I realise it is less convincing if we don't leave in force, it is still plausible because we'd want to leave something for defence and presumably there'd be native allied forces to assist us at the other villages, so we wouldn't need to take everything out to be believable.

The plan would be something like...once the enemy gets close the pikemen either come around from the gate entrance to form in front of the walls and confront the trogs and anvil them, while the crossbowmen pop up and release a volley into them and our other pikemen unit that was feigning leaving sneaks around outside of eyesight and comes up from the enemy rear and acts as the hammer in the "hammer and anvil".

Though other variations are possible.
>>
>>5025784
I understand the reasoning for wanting to keep the crossbowmen in the settlement, it's completely reasonable to have them remain to use the palisades and the walkways to their advantage. What I'm afraid of is if we're unlucky the Gobs manage to breach the wall and it becomes a melee brawl inside the city before our ambush units can arrive to pincer them. If we leave a unit of Pikemen behind, even if they lack ranged attacks they'll (hopefully) be able to hold the wall until we can crash in to the flank of the Gobs, and then sally out to help rout them. At least that's my reasoning.

Man, I really regret not going for the Heavy Infantry now, it would've been excellent to have them and the crossbowmen in town as we circle around for the ambush.
>>
>>5025916
Yeah, some heavies or medium infantry would be great here.

We could have one unit of pikes come out the gate as the trogs get close and come in front of the palisade to fight the trogs, thus preventing them from getting in close with crossbowmen, while the other pikemen sneak around. That was my original intent, sorry if it wasn't clear.

I'm just worried it may be hard to wield a pike over a wall. Though if they had time to get in formation and cover the side streets, a pike formation in the streets of our town wouldn't be terrible, the problem would be prearranging it in the event of a breakthrough by the trogs, somehow performing a preemptive orderly action in response to an unpredictable chaotic occurrence

Hypotheticals aside, it seems we have a general jist of the plan we want.
>>
>>5025969
Actually yeah, having the garrisoned Pikemen meet the Trogs in front of the walls is a great idea, it allows them to fight effectively on flat terrain without having to worry about how well they'd do on the walls or doing barricade prepworks inside the settlement.

I'm still for sallying out with the other two units, as if we leave too strong a garrison they might be hesitant to commit to an attack. Maybe we can sneak the Crossbowmen back into the settlement again after they leave with us? Then they won't be expecting anything but a single unit of Pikemen as a garrison, making a Crossbow volley from the walls a devastating surprise.
>>
>>5025983
Hmmm, if we could easily sneak the crossbowmen back easily I'd be for it, but I'm not sure we can, it depends on where they are watching us from. Maybe we can sneak them back via boat. Or we could fake a large exodus of our military forces by using dust clouds to cover our movements, like by tying tree branches to horses and having them kick up dust or fooling the dumb trogs by having some of our normal civilians leave with a unit of our pikes with the civs holding farming tools, that way it seems like lots of forces are leaving, at a distance it may be too hard for them to distinguish between a proper polearm and a farming implement.

I'd like to avoid leaving with more than one unit, though I agree we need to present an easy target, hence more deception suggestions.
>>
>>5025677
>>Rally out to meet the troglagobs on the field, move fast and hard, hit them before they know what happens.
>>
>>5025706
supporting
>>
>>5025706
>>5025734
>>5025784
>>5025916
>>5026019
>>5026051
>>5026244

So, if I am not mistaken, you allow one unit of pikemen (professional or regular one?) to march off giving the gobbos a good show and dance, and when they take the bait, have crossbowmen on the palisade hit them, and have the other pike unit outside the palisade in formation. Then the unit that left hits the rear of gobbos.

1d100 best of 3 to see how well you pull off the plan.
>>
Rolled 88 (1d100)

>>5026718
>>
Rolled 67 (1d100)

>>5026718
>>
Rolled 57 (1d100)

>>5026718
>>
>>5026718
The less experienced one should sent out so they don't end up becoming our last line of defense.
>>
>>5026718
Yes, that is correct. I also second using the less experienced one.
>>
>>5026724
>>5026729
>>5026733
>>5027669
>>5027685

It does not take long for your plan to be carried out. The pikemen formation is dispatched with flair and pomp, making sure that it is as noticeable as possible. The troglagobs, showing remarkable patience, sit and wait for whole 20 minutes after your formation disappears from sight. Excited that their plan worked out so perfectly, they begin bellowing and charging, giving you more than enough time and warning to allow your more experienced pikemen formation to move outside the walls and display their pikes. Meanwhile your crossbowmen spring from the palisade and begin loosing bolts into the troglagobs.

Your formation holds, but the sheer weight of numbers does begin to press in, now the time has come to see if your hammer and anvil tactic will work out.

1d100 best of 3
>>
Rolled 10 (1d100)

>>5027725
>>
Rolled 78 (1d100)

>>5027725
>>
Rolled 76 (1d100)

>>5027725
Come on no critfail.
>>
>>5027727
>>5027732
>>5027739

The troglagobs are entirely concentrating upon your men guarding the town, failing to notice your other unit returning, a fatal mistake on their part. The pikemen unit at the rear thrusts straight into the middle of the troglagob formation, sending shockwaves across the enemy’s lines and they begin to rout, these creatures are even more cowardly than the goblins you had encountered in the forest, it seems like they had easy living in the sea, doing nothing much more than harassing fishermen. Still, the sheer size of the horde means that only about half of them have been encircled, and that has come at the cost of your lines being extremely stretched out. Had the foe the courage, they could’ve have possibly broken through the lines and perhaps even been able to snatch victory from the jaws of defeat. Luckily, these foes are not brave, courageous or valorous, upon seeing their kin encircled, the rest simply chose to flee, abandoning any chance at success. Now, all that remains is to slowly close the circle, and kill off the remaining troglagobs.

Once again 1d100 best of 3, success here will see this menace put down.
>>
Rolled 53 (1d100)

>>5027782
Sons of Myrmidon, end this threat!
>>
Rolled 73 (1d100)

>>5027782
>>
Rolled 55 (1d100)

>>5027782
>>
Well, looks like we've ended this menace for a good while. I'm up for some management and hammering out a few more details about our realm now since we've done quite a lot. We've got a lot of development we could do with a few "turns" of taxes and trade, that and we really need to expand and round out our fighting force, both for the sake of effectiveness and to make these battles more interesting.

I think the next few things we ought to focus on are getting a few turns of income, expanding our military so we can do multiple things at once like patrol our road, garrison places we take over, garrison our main town, and project power against other domains or fight off any random itinerant raiders.

Then we ought to take over the nearby fishing villages so our realm isn't literally just another small fishing village with an unusually large military, after that I think we ought to form a trade route selling Prince Pyotr's goods and selling goods we acquire from trade to some of the other Border Princes, to that end we'll eventually want that crane and expanded docking facilities.

Also, since agricultural wealth is basis for wealth in a medieval or even early-modern society we ought to see if we can find some other grains or cash crops and make full use of our land, maybe get some irrigation going. Then we should make further use of the trees we have available. After that we can use our hinterland and less arable lands as grazing land for sheep and cows and horses. (Assuming they are the kind that doesn't require being stable fed with grains, though if our horses are high quality they probably are.)
>>
>>5027827
The Crane is probably the next construction we should fund, with the road up and running we'll be exporting the wares from Pyotr's realm and having the extra loading/unloading capacity of the crane would up the efficency by a ton.

For military, using the bonus to Heavy Infantry is probably the best choice for the short term. We'd probably want one garrisoned unit in the Castillo and one unit patrolling our part of the road while leaving two units garrisoned in the main settlement, one of them being the Crossbowmen. Once the Castillo is repaired we should train and permanently garrison another ranged unit in there. Afterwards we can either jew it up and wait until we have enough Military Score to train a unit of Heavy Cavalry or train some more Pikemen, Medium Infantry or Light Cavalry to round us out.

We should probably also name our Realm so we don't end up with another Faux Pas when we try to establish relations with other factions.
>>
>>5027786
>>5027805
>>5027821

Thrust after thrust, pained cries, blood, guts, screams of rage and fear fill the air of your town. Much like their inland kin, these blueskins end up impaled upon the pikes of your men, more are also pierced through with accurate bolts. By the end of it, there is a small mound of red-stained blue corpses in front of the gates. From just a quick glance, you think close to eight hundred troglagobs lay dead. And your casualties ? A few wounded men, fit to fight in a few weeks time at most. A more perfect victory could only be achieved had you’ve been able to catch the other half. With this however, you doubt that the blueskins will be foolish enough to harass your lands.

With the matter solved so perfectly, you find breathing room with your food situation, a few days later, none of your fishermen report being harassed, the nearby fishing villages also state that their issues have been solved, to further add to this, they send a large shipment of fish. But most importantly, pearls. Beautiful white, high quality pearls, these would make fine gifts to any lord or lady, or any merchant willing to open up their purses (+2 Wealth). Your trade of logs also nets you the usual income (+2 Wealth).

The road connecting your lands to those of Prince Pyotr is also finished on time and completed properly, you will now have to deal with the headache of guarding the road.

The horses from the baron also finally arrive, some land will have to be set aside for them, but hopefully, this will allow you more manoeuvrability (Once the horse population reaches 1,000 – HORSES will become a permanent resource in your settlement)

There are still many things that need to be done in your now far more secure lands.

PROJECTS:

>Secondary wall – The construction will take about a month, if things go to schedule. It will cost nothing, but the city’s main source of trade – logs, will be used in the construction. So excess income is not to be expected. The people working on the project will spend their earned cash in town, thus keeping you in the black.

>Town roads – will take about 2 weeks and cost 1 wealth.

>The crane – will take 1 week and cost 1 wealth

>(Write in?)

RECRUITS:
>>5022262
>>5022264

DIPLOMACY:

>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.

>Prince Pyotr’s caravans will start coming down next month, this should increase your trade value, but you fear that it could alienate the two trade cities set upon river deltas. Perhaps sending envoys early would be wise ? Of course, this could be interpreted as a show of weakness.

>It is far too early, but if you are feeling lucky, you could try to set up a colony on the other side of the gulf, one that hopefully has access to the resources you are currently lacking.

>(Write in?)
>>
>>5027855

YOUR STATS:
Military 1 (Used for military actions, supplies and the like)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 4 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 4 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
1 unit of pikemen
1 unit of professional pikemen
1 unit of elite crossbowmen
Knight Champion
>>
>>5027855
>The crane – will take 1 week and cost 1 wealth

>Heavy Infantry, use the Pyotr bonus.

>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.

The villages are the next logical step as I said.

As the prompt says, it is too early for more colonies, there is no need to rush and do things out of order or in the wrong sequence.

As for the trading towns, fuck em, if they want to coerce us or influence us it is up to them to come to us, not the other way around, they are no legitimate right to influence how Pyotr or us conduct trade or anything else for that matter, if they threaten violence, then we can play hardball, opening an offensive front against us just weakens them for others to take advantage of, and who can say if they can even take us and Pyotr in a fight, 10000 is much more of a population than us, but even with a unrealistic mobilization rate of 10-12% (the highest most human societies can manage) they'd only have 1000 green men plus maybe some mercs, Pyotr nearly has that many himself and we may rapidly be able to afford similar numbers in a few months.
>>
>>5027855
PROJECTS
>The crane – will take 1 week and cost 1 wealth

RECRUIT
>Heavy infantry (100 men) (Cost 2 wealth, 3 military, 1 population) Use [BONUS]

DIPLOMACY
>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.
Rather than threatening them, we could attempt to find ways to peacefully integrate them over time. Since we're becoming a port town, maybe we can suggest they come peddle their fish and (more importantly) their pearls at our markets? We should have enough throughput to generate a decent chunk of money for these villages, and a nice taxation bonus for us as we tax the sale of goods. This will tie them to us economically and should help facilitate integration later down the line.

Fuck the Trade Cities, if they were better merchants they wouldn't be outcompeted by an upstart community like this.
>>
>>5027855
Maybe we can use the cleared forest as horse pasturage, with a fence to keep them from running away and patrols to prevent theft.

In any case, Crane, Trade Roads, and heavy infantry with our bonus.
>>
>>5027887
I agree, if we can get them to see the benefit of our town as a sort of community center or provincial capital as well as market center and main port then that would be great. The same could be said for getting them to see us as a benevolent defender or at least de facto "person with the biggest stick" and as someone who even if coercive is at least not intent on ruining them and acting tyrannical, the outline we had for our state is probably the best you could reasonably hope for in a setting like Warhammer. I see the forcefully integrating them into our realm and tax base as a last resort.

THAT BEING SAID, I still think we ought to make it clear that we want further integration and to make it clear our primacy in terms of status, at the very least. We ought to make clear, significant strides towards further integration. As I said, it does not pay to be the whipped "nice gal" who does things for free and to be nice in this setting, we want clear concessions in regards to them integrating their economies at least, if not outright political merger with us at the head and them as nobles.

Integration can take a few months or turns or whatever, but we shouldn't be spending more than a year or two at most consolidating mere fishing villages into our domain. We can afford to have this take time and be a process and take place in phases, but we want clear progress.
>>
>>5027887
support
>>
>>5027855
>>Town roads – will take about 2 weeks and cost 1 wealth.
>>The crane – will take 1 week and cost 1 wealth

>Heavy Infantry

>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.
Use incentives and encouragement to foster closer economic and political ties with them until they are completely reliant on us
>>
>>5027855
>>Town roads – will take about 2 weeks and cost 1 wealth.
>>The crane – will take 1 week and cost 1 wealth

>Heavy Infantry

>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.

Town roads doesn't just mean small trade, but also the possibility to travel faster to small settlements, a thing that we can use at our advantage and that this small villages would definitely appreciate it for their own affairs and safety if they want to live.
>>
>>5027855
>>Town roads – will take about 2 weeks and cost 1 wealth.
>>
>>5028493
>>Heavy infantry (100 men) (Cost 2 wealth, 3 military, 1 population) – Tough and reliable infantry, capable of holding its own in most situations, but is expensive and slow. (REQUIRES RESOURCE ACCESS – METALS) (SPECIAL – due to your relationship with Prince Pyotr, you can raise 1 unit free of military cost. Once the road is established and as long as trade is maintained, or an alternative is found, the units can be recruited as usual.)
>>
Okay, town roads and the pier crane. As well as one unit of heavy infantry.

1d100 best of 3, let us see how the construction goes.
>>
Rolled 57 (1d100)

>>5028559
Big construction gains!
>>
Rolled 52 (1d100)

>>5028559
>>
Rolled 50 (1d100)

>>5028559
>>
That's painfully mediocre.
>>
I thought that immediately after rolling.
>>
>>5028561
>>5028562
>>5028563

The construction proceeds with no great fanfare or anything exciting. Your excess manpower allows you to take upon yourself both projects.

At the end of the two weeks, both are finished.

The down time has also allowed your formation to drill the new men into shape. Any further advancement could only be achieved through good old fashion blood and sweat. (Pikemen now professional)

The equipment provided by Prince Pyotr has also been used up, now a formation of gleaming men in splint awaits your orders, they are green as grass, but with enough fighting, you hope that they will reach the standards of the rest of your army soon enough, lacking any experienced men, it will be up to them to figure out how to best act in battle through experience.

PROJECTS:

>Secondary wall – The construction will take about a month, if things go to schedule. It will cost nothing, but the city’s main source of trade – logs, will be used in the construction. So excess income is not to be expected. The people working on the project will spend their earned cash in town, thus keeping you in the black.

>With the trade road finished, the castillo has become more readily accessible, you will have to send your engineer with skilled help to figure out what needed repairing, replacing or just outright remaking. The time, cost and manpower necessary for such a project will be intense, you will also require good quality stone for the reconstruction, stone which requires quarries. Quarries that you do not yet possess.

>Extend the trade route – it will take two weeks and cost one wealth. With this, you will be able to connect the fishing villages to your lands. Still, unless you want to strong-arm them, you will require their permission to connect their lands to yours.


>(Write in?)

RECRUITS:
>>5022262
>>5022264

DIPLOMACY:

>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.

>Prince Pyotr’s caravans will start coming down in two weeks, this should increase your trade value, but you fear that it could alienate the two trade cities set upon river deltas. Perhaps sending envoys early would be wise ? Of course, this could be interpreted as a show of weakness.

>It is far too early, but if you are feeling lucky, you could try to set up a colony on the other side of the gulf, one that hopefully has access to the resources you are currently lacking.

>Some of your men had raised concerns that with the growth of the town as a centre of trade, a proper name for it is required. (Write in?)

>A few inland hamlets and villages have started to use your trade road, your men wish to know how to deal with them ? Should they be allowed to use it freely ? Or should you impose tolls ? And if tolls are imposed, you need men for garrison duty to carry out your will.

>(Write in?)
>>
>>5028613

YOUR STATS:
Military 1 (Used for military actions, supplies and the like)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 0 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 3 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 units of professional pikemen
1 unit of heavy infantry
1 unit of elite crossbowmen
Knight Champion
>>
>>5028613
>Extend the trade route – it will take two weeks and cost one wealth. With this, you will be able to connect the fishing villages to your lands. Still, unless you want to strong-arm them, you will require their permission to connect their lands to yours.

>>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.
>>
>>5028613
>>Some of your men had raised concerns that with the growth of the town as a centre of trade, a proper name for it is required. (Black Silk Bay)

The name is a misleading name, it takes the various components from the fact that we are in the Black Gulf, are along the old Silk Road and that our settlement is right alongside a small bay.

>A few inland hamlets and villages have started to use your trade road, your men wish to know how to deal with them ? Should they be allowed to use it freely ? Or should you impose tolls ? And if tolls are imposed, you need men for garrison duty to carry out your will.

It is our fucking road, patrolled by our men, at our expense, built with our money and our materials, and formed from the agreement between two border princes who keep the area safe, fuck yes they are paying tolls and if they refuse and say by what right do we charge them tolls we can tell them everything I just listed and the fact that they are just lucky we don't take over their villages.

Obviously we'll have to evaluate their goods passing by so as to toll them a fair toll that doesn't overcharge them and disincentivize them from using the road but still gives us some sort of benefit. But, please, no free trade bullshit, if they aren't integrated with us yet then they ought to pay us for maintaining this road and its security.

>Patrol the road with 1 of our pikemen units and 1 of our Heavy Infantry units, that way we'll have an experienced unit along a green unit to support each other and learn from one another if they encounter anything.

We can reassign them if something pops up or the castilo is ready to be occupied later.
>>
>>5028647
We have no money my dude, and the option you chose cost money.
>>
One thing we could do if there is a long lull and a while to wait until the next bout of taxes comes in is travel back the way we came to set up our colony with some of our men to participate in some conflict in order to build influence and get money, but we should probably wait until we get a few more units first and complete our integration of the other fishing villages and occupation of the castilo first at the very least, then once our realm is adequately garrisoned we can see about some adventurous mercenary work.
>>
>>5028662
Seems good to me, give the villages a choice between a toll or integration. Black Silk Bay is a pretty solid name, and I don't feel creative enough to make up another better one. Those patrols make sense, too. I don't really think there's much else to do for now, so let's keep an eye out and wait for cash to flow.
>>
>>5028662
Sounds good. I'd also add that we should further integrate the coastal villages into our sphere by way of gifts and a little coercion.
>>
>>5028662
>support
>>
>>5028613
What was our dad's name again? We should name the town after him.

What we shouldn't do is gimp our military in order to squeeze pocket change out of the peasants who feed us. None of our troops are suitable for patrol duty anyway; you leave that sort of thing to light cav, medium infantry, or rangers.

As for our relationship with the delta towns, that should probably be the next place we march our army. We can build up good will, inspire a little fear, maybe even create a few debtors.
>>
>>5029298
The people using our road aren't ours and they don't feed us, they are from other towns that don't belong to us or the prince that we are trading with
>>
>>5029327
You're right, I didn't read that correctly. Still don't want to divert the troops yet.
>>
The first caravans of Prince Pyotr had finally arrived to Black Silk Bay, the new name for your settlement. For the usage of your port, you also receive a fine cut of the material (+2 Military), you can use it for your purposes, or you could of course turn around and simply sell it to the very same merchants that Prince Pyotr is dealing with.

Alongside Prince Pyotr’s goods, your people also peddle the usual collection of logs (+2 Wealth).

Your established patrols also begin exacting tolls upon those thinking that they can use your fine road for themselves (+1 Wealth).

Alongside the taxes flowing through your new road, information also comes easily. From what you can gather, most of the plain’s settlements appear to be exceedingly rich in agricultural wealth, with relatively large populations and walled settlements. Still, these settlements are constantly and endlessly harassed by orkish warbands and beastmen hordes, due to this, they never could unite, nor could there be a powerful enough Princedom to unite them, due to the fact that most of their population is concentrated on defence and farming, having issues procuring proper arms and armours, they are constantly on the backfoot and in an defensive stance. Based on this information, your sharp mind is able to quickly figure the main reason of why the castillo is where it is, if you could rebuild it, and most importantly garrison it with a large, mobile force. It is highly likely that these plain’s settlements will simply fold and proclaim you as their princess, presuming you could protect them.

PROJECTS:

>Secondary wall – The construction will take about a month, if things go to schedule. It will cost nothing, but the city’s main source of trade – logs, will be used in the construction. So excess income is not to be expected. The people working on the project will spend their earned cash in town, thus keeping you in the black.

>With the trade road finished, the castillo has become more readily accessible, you will have to send your engineer with skilled help to figure out what needed repairing, replacing or just outright remaking. The time, cost and manpower necessary for such a project will be intense, you will also require good quality stone for the reconstruction, stone which requires quarries. Quarries that you do not yet possess.

>Extend the trade route – it will take two weeks and cost one wealth. With this, you will be able to connect the fishing villages to your lands. Still, unless you want to strong-arm them, you will require their permission to connect their lands to yours.


>(Write in?)
>>
>>5029661

RECRUITS:
>>5022262 (You)
>>5022264 (You)

DIPLOMACY:

>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.

>It is far too early, but if you are feeling lucky, you could try to set up a colony on the other side of the gulf, one that hopefully has access to the resources you are currently lacking.

>The inland settlements are wary of you and your ambitions. You also need to consider the position of Prince Pyotr, he had been quite adamant about the castillo a while back.

>With first shipments already on the seas, you can now only wait and see the response of the trading cities.

>(Write in?)

SPECIAL:

>Some strange murmurings have reached your ears, apparently, a small group of Tilean ships have entered the Black Gulf, searching for the daughter of a “traitor” who dared to rebels against his betters. It could be a simple coincidence, but it does sound awfully like you.

YOUR STATS:
Military 3 (Used for military actions, supplies and the like)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 3 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 3 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 units of professional pikemen
1 unit of heavy infantry
1 unit of elite crossbowmen
Knight Champion
>>
One, we ought be wary of these Tileans, we should prepare marines soon.

Two, the castilo requires prep and resources we do not yet have, we should consider gathering more influence, learning dwarvish and later send an envoy again to the dwarves or perhaps go in person. But that comes later, as does the work on the castilo itself.

It is tempting to finish off easy projects like the secondary wall or to extend the trade route to gather more wealth, however I think we should focus on other things.

First, I think we ought use the time we would devote to a project to learning dwarvish together with our envoys.

Two, instead of building another wall we ought spend that wealth training more troops, the additional military might will act as better security than the wall at the moment anyways, and it goes towards furthering our goal of expanding our military might such that we have the freedom of action to conquer other villages and garrison them, or otherwise integrate them in a friendly manner but offer protection so that they know we can actually help them. We also just need more units in general to have a more versatile force.

To that end I suggest we do the following...

>Project: Learn Dwarvish together with any diplomatic envoys we typically send to other locations.

>Recruit 1 unit of Light Cavalry and 1 unit of Marines

This uses up our wealth and might for this turn. But it prepares us beforehand for the Tileans and also finally gives us a cav unit to scout with or pursue any forces with. Also, Marines explicitly work as a 100 man unit of professional light infantry on land, making them better but less numerous than the actual light infantry unit.

Diplomacy...
>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.

It's time, we should either begin a two or three stage process of integrating them by offering economic incentives and an official offer of protection (there'll be no promises of not integrating them on our part, but otherwise they'll have the freedoms we discussed in our vote of how our political system will work) or we should just get this over with and give them an ultimatum of integrating with us and getting all the benefits that entails or facing the point of our pikes.

Remember, these are fucking random fishing villages, they shouldn't have the professional military to contend with us even all together given typical real life civilian-military ratios of populations, don't be too tempted to try and avoid rebellions or worrying about being liked or being nice, we gotta become an actual noteworthy power soon given how much stronger Pyotr is than us and how much larger the proper riverine trading towns are than us and the fact that the Tileans are looking for us.
>>
>>5029661
>Extend the trade route – it will take two weeks and cost one wealth. With this, you will be able to connect the fishing villages to your lands. Still, unless you want to strong-arm them, you will require their permission to connect their lands to yours.

>>5029662
>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.
>>
>>5029661
>Extend the trade route – it will take two weeks and cost one wealth. With this, you will be able to connect the fishing villages to your lands. Still, unless you want to strong-arm them, you will require their permission to connect their lands to yours.
Combine this with asking their permission and suggesting they come sell their wares at our markets.

>>5029662
Recruit
>Marines (100 men)
We're a coastal town/village/settlement, having a professional force to handle ship-to-ship combat is a must. Also because there are people coming up the river to kill us.

>>5029672
>First, I think we ought use the time we would devote to a project to learning dwarvish together with our envoys.
No. Khazalid isn't taught to non-dwarves. It's their secret language that they believe other races aren't worthy to hear or speak. If we walked up to the Dwarves and started conversing in Khazalid we'd be insulting them greatly.
>>
>>5029732
Ah, very well then, I didn't know, as I said last thread, I'm not familiar with Warhammer fantasy.
>>
Right, I've noticed that the thread dies on Sundays, so I suppose I will update on Monday when more people have voted.
>>
>>5029661
>>Extend the trade route – it will take two weeks and cost one wealth. With this, you will be able to connect the fishing villages to your lands. Still, unless you want to strong-arm them, you will require their permission to connect their lands to yours.

>Recruit 1 unit of Marines
>Recruit 1 unit of Light Cavalry

>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.
>>
>>5029662
>>Extend the trade route – it will take two weeks and cost one wealth. With this, you will be able to connect the fishing villages to your lands. Still, unless you want to strong-arm them, you will require their permission to connect their lands to yours.

>Recruit 1 unit of Marines
>Recruit 1 unit of Light Cavalry

>The local fishing villages are happy with the current status quo. But with the home front safe, they are unlikely to embrace you now that no one is threatening them.

Offer to be connected with the roads, more trade will come to their villages thanks to this. And we will also offer to protect them and thanks to the roads it will be far easier to reach them for repel raiders or beasts.
With the system of government we have envisioned we could accept a representative from each of the villages, for hear their problems.
>>
People have voted for:

1 unit of marines (Cost 1 Wealth, 1 Military and 1 population)

1 unit of light cav (Cost 2 Wealth, 1 Military and 0.5 population)

and also the extension of the road network (1 Wealth)

As you can see, you are 1 point of wealth over. So if you want to, you can go with this and go into the negative. But there are possible negative repercussions, your guys decision.

>Buy it all and max out your credit card

>Reduce spending (how?)

>But it all and take out a loan
>>
>>5031535
>Reduce spending (how?)
Do not recruit the Cavalry.

I know a cavalry force is good to have but our horses are limited, we only have 100 horses total right now. I want to wait until the herd we've been given to reach a more sustainable number before we start draining them to make cavalry units.
>>
>>5031535
>Reduce spending (don't buy cavalry)

I know I voted for the cav, but I'm outvoted and clearly people want the trade route extension, so removing that is right out.
>>
>>5031535
>>Reduce spending (don't buy cavalry)
>>
>>5031539
>support
>>
>>5031535
>>Reduce spending (don't buy cavalry)
>>
>>5031539
>>5031550
>>5031573
>>5031655
>>5031872

Alrighty then, please give 1d100 best of 3 to see how well the villages react to your proposal. And if they accept, how fast can the new road go brrrrrrr
>>
Rolled 87 (1d100)

>>5032383
>>
Rolled 94 (1d100)

>>5032383
I've never been this excited to be rejected before.
>>
Rolled 58 (1d100)

>>5032383
>>
>>5032383
new road does indeed go brrrrrrrr
>>
Fishmongers will always be fishmongers, once offered a chance at a bigger market, with safe and developed road leading to it to boot, the local villages enthusiastically welcome your infrastructure project, failing to realize, that roads ease movement for all needs, not just those of trading.

An order is given and some of your fishermen are dragged on land and drilled in the basics of combat, given some basic equipment and instructions, they will be able to swiftly board their boats and assault hostile shipping, hopefully before the ships blow them to hell and back.

With the roads finished in a week’s time and carts laden with various sea goods reaching Black Silk Bay, the trade volume of your port town has increased once again.

PROJECTS:

>Secondary wall – The construction will take about a month, if things go to schedule. It will cost nothing, but the city’s main source of trade – logs, will be used in the construction. So excess income is not to be expected. The people working on the project will spend their earned cash in town, thus keeping you in the black.

>With the trade road finished, the castillo has become more readily accessible, you will have to send your engineer with skilled help to figure out what needed repairing, replacing or just outright remaking. The time, cost and manpower necessary for such a project will be intense, you will also require good quality stone for the reconstruction, stone which requires quarries. Quarries that you do not yet possess.

>Sea Fort – The construction will take 3 months’ time and cost 12 Wealth as well as 2 Population. An expensive and time-consuming project, but your engineer suggests the creation of sea forts and the fortification of the bay, with trade surging, lack of proper defences will most definitely attract pirates or envious competitors. But proper forts, with trained crews and cannons, will make the port unassailable.

>Dedicated stabling – The construction will take 2 weeks and cost 1 wealth. With your new horses settling in, concerns have been raised about constructing them proper accommodations come winter.

>(Write in?)

RECRUITS:
>>5022262
>>5022264

DIPLOMACY:

>With the road network reaching their villages, the fishermen seem to have a positive opinion of you, no longer as wary and mistrustful.

>It is far too early, but if you are feeling lucky, you could try to set up a colony on the other side of the gulf, one that hopefully has access to the resources you are currently lacking.

>The inland settlements are wary of you and your ambitions. You also need to consider the position of Prince Pyotr, he had been quite adamant about the castillo a while back.

>With first shipments already on the seas, you can now only wait and see the response of the trading cities.

>(Write in?)
>>
>>5032477

SPECIAL:

>It seems that the gossiped about Tilean ships have currently dropped anchor in the port of the western trading city. Scant days of sea travel away from your lands.

>Some of the more…” aggressive” of your men, are proposing the annexation of the fishing villages, moving their populations over and pressing the menfolk into armed service as extra marines. Integration through force, these men shall follow you. Yes, they may grumble, but after seeing success after success, they will eventually become willing servants.
>While diplomatically minded ones suggest a modification of the ad hoc treaty and seeing if the villagers wont voluntary assist in the possibility of an upcoming battle, doing so may forge closer ties and assist in the attempt at peaceful integration. Though this method also means that they will not be subservient and follow your commands as a Princess.
YOUR STATS:
Military 2 (Used for military actions, supplies and the like)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 1 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 2 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 units of professional pikemen
1 unit of heavy infantry
1 unit of elite crossbowmen
1 unit of marines
Knight Champion
>>
>>5032477
>Secondary wall – The construction will take about a month, if things go to schedule. It will cost nothing, but the city’s main source of trade – logs, will be used in the construction. So excess income is not to be expected. The people working on the project will spend their earned cash in town, thus keeping you in the black.
as
>(Write in?)
Temple to Myrmidia, a place of worship for the goddess of our people is needed. For now it will be simple and in stone, nevertheless it will help the town and make people happy. Beside from now on the goddess will watch over us. (1 wealth)

DIPLOMACY:
>(Write in?)
- Send a letter to the friend of our father that helped us, thank him and tell him we have establish ourselves. We offer him trade with our town, and we will repay him in the near future we ddi not forget the favor he did for us.
- Send a letter to the Myrmidia church, present ourselves as Princess, and inform them we are building a temple. We request a priest for it, of course.
>>
>>5032496
yes, we need more faith here, WE WILL BE A BEACON OF A LEADER HAVING THEIR SHIT TOGETHER IN THE BORDER PRINCES
>>
>>5032496
supporting. We could do much good by presenting ourself as the most civilized princess around.
>>
>>5032496
>support
>>
>>5032477
>>5032496
Since this has good traction I guess I'll support this. Personally I would've prefered if we built the stables to ensure as many of our horses as possible survive the winter, but that is unlikely to win now.

It'd be wise to save up for the construction of the Sea Forts to protect Black Silk Bay though.
>>
>>5032496
>>5032500
>>5032524
>>5032537
>>5032558

Aight, 1d100 best of 3 for the construction
and another 1d100 best of 3 for the diplomacy
>>
Rolled 56, 2 = 58 (2d100)

>>5032590
>>
>>5032592
Oh no
>>
Rolled 77, 28 = 105 (2d100)

>>5032590
>>
Rolled 79, 35 = 114 (2d100)

>>5032590
>>
Rolled 6 (1d100)

>>5032590
>>
>>5032592
>>5032596
>>5032629

The construction project for a brand-new church goes swimmingly. With stones and wood being set down, a holy place of worship will soon be finished. Unfortunately, blessed altars, statues and of course the sanctifying of the grounds themselves will require a proper priest.

Your engineer also sets out to start the construction of the new defensive wall, a project that will take some time to complete.

You also dispatch messengers back to Tilea proper, so that an ordained priest could take up residence in the new temple. While you send another to inform your father’s old friend about your current situation, inviting him to trade in your new lads and thanking him for his earlier support.

At the end of the month, Prince Pyotr’s caravans once more deliver and ship off their goods (+2 military).

With the wall construction in full swing, the usual trade of logs is unable to proceed, cutting you off from any potential income for the moment.

The fishmongers do not really interest the merchants all that much, but they do seem to value their pearls, something to note, as it seems that both villages have access to this luxury good. With proper taxes paid, this nets you a small sum, but a sum that you didn’t have to bleed for (+1 Wealth).

Not everything goes swimmingly after that however, 4 galleys bearing the banner of Miragliano had set up blockade around the bay, delivering a screeching halt to your trade, worst still, 4 more galleys had joined them. 2 Bearing the banner of a golden warhammer set into a red background, the flag of the western trade city of Aletburg. 2 more bearing the banner of a golden eagle, set into a blue background, the flag of Richting, the eastern trading city.

So far, no demands have been sent, but the blockade of your port town is absolute.

>Send messengers to the ships, to figure out what is happening.

>Wait and see, let the enemy ponder, while you rally your troops and prepare defences. Sure, this will look like hostile action, but they attacked you first.

>(Write in?)
>>
>>5033195
>Wait and see, let the enemy ponder, while you rally your troops and prepare defences. Sure, this will look like hostile action, but they attacked you first.
>Write in
Look where their could land, better be prepared from an attack from both sides. If we can intercept them while they land it would be ideal.

Miragliano is probably here for defend the interests of his trading partners. And they are here for create us problems and maintain trade, nevertheless it s better to show we aren't weak. We will wait for them to send someone. If they stay more, we will begin to think of something.
>>
>>5033195
>Wait and see, let the enemy ponder, while you rally your troops and prepare defences. Sure, this will look like hostile action, but they attacked you first.
>>
>>5033195
>Wait and see, let the enemy ponder, while you rally your troops and prepare defences. Sure, this will look like hostile action, but they attacked you first.
Collect our outlying population into the town and watch for landing attempts
>>
>>5033195
Supporting >>5033212
>>
>>5033195
>>Send messengers to the ships, to figure out what is happening.
>>
>>5033195
Actually, you know what? I still support this >>5033212 however...

>While scouting out suitable landing zones for the enemy, also look for hidden coves and such to use as areas to use as loading zones for our troops onto our boarding boats. Preferably a hidden embarkment zone that is is on the direct flank of one of the blockading vessels, that way only the sentries on that one vessel will be able to spot us, and preferably close by to the blockading vessel so as to be a short trip. When night falls we shall conduct a boarding mission on said blockading galley, once the marines have landed, our boats will continue to ferry our other land troops onto the enemy vessel, from there we'll roll up the entire blockade, one by one. Our pikemen will leave behind their pikes and use their shortswords.

Though this is just a potential plan for a combative action, we don't have to do it if they send messengers first to give us favourable terms, though I doubt that'll be the case.

Also...
>Send a messenger to Prince Pyotr Randova to inform him of what is happening. Do not ask for help per se, just inform him of the situation to explain why there may be a delay in the shipping of his goods. This is also a subterfuge ploy, it is to judge his intentions. If he arrives weeks later with an army regardless of whether the situation is resolved or not, it may either imply he meant to rush to our aid, OR it could mean he adapted to the changing circumstances and meant to either ingratiate himself to the trading cities by turning on us and helping subdue us or meant to conquer us directly before the trading cities could do so themselves or extract unfavourable terms from us that would affect him negatively. If he sends no army that also gives us some info on his intentions, as does any hostilities or furthering of positive ties between him and the trading cities in the future.
>>
>>5033449
Smart anon, second this
>>
>>5033195
>Wait and see, let the enemy ponder, while you rally your troops and prepare defences. Sure, this will look like hostile action, but they attacked you first.
They clearly aren't here to play friendly with us, best prepare for everything.

>>5033449
Unfortunately anon I doubt there are any hidden coves we can utilize in the bay, this whole coast is entirely flatland so chances are they'd spot us instantly if we tried to sneak out boats around.

I will +1 to send an Envoy to Prince Pyotr on our fastest horse (we do have those now, remember) outlining the situation. It's unlikely he's on good terms with the other trade cities if he was willing to construct a road to us just to export his wares, the prospect of him marching to aid us are good barring no unforseen circumstances prevent him from doing so.
>>
>>5033212
>>5033449
>Support this guys plan
>>
>>5033449
big brain \this
>>
File: Settlement4+invasion.png (17 KB, 820x642)
17 KB
17 KB PNG
The natural terrain around your lands does not suit ambushes or flash raids, an advantage no doubt, but now it works against you, there is no way to launch an ambush upon the vessels without being spotted.

You quickly look over the potential landing zones for the enemy, should they decided to attack you from the sea. The northern most landing point would be between you old and new walls, though that is an unlikely point of invasion, there are few things of note in that area, at most they could cut you off from your logging operation and your horse pastures. Landing even further north makes even less sense, the partial wall will still force the enemy to march for a prolonged period of time for no reason at all, so there is no need to defend there. Of greater risk would be a strike directly south, should the enemy land, they could burn your fields before they bear fruit, presuming the blockade is lifted, it would be a setback, but not a deadly one. Should they burn the fields and continue disrupting your fishing operation however, you’d be forced to import foodstuffs from further away. The most pressing landing points would be your pier proper and the beach next to it. Landing on the pier would be the easiest, but you could block them, presuming they do not turn their cannons upon you, once you move out in formation. The beach would require more time for the enemy to assemble, but they wouldn’t be hemmed in by your forces, still, the danger of cannons looms over you.

Looking over the situation, you decide to send a runner on the faster horse you have to Prince Pyotr, time has come to see the integrity of the alliance you two have forged.

Based on the banners, the two northern ship belong to the city of Richting, while the two southern most belong to Aletburg. The ones in line have the banner of Miragliano. You also note a near non-stop movement of boats ferrying individual to and from 3 choice galleys, each belonging to a different faction (marked red).

Your men have also been assembled and prepared as per your instructions. Ready to strike if need be, but so far, they are on standby, awaiting further orders.

Once the Sun sets, the movement of boats does not halt in the slightest, however that is not your most pressing issue, the atmosphere of panic is slowly but surely beginning to set in upon the populace, you can only hope that this crisis will be resolved soon.

You also decide to question your engineer, and look through your father’s large collection of books, doing all this you can determine that at most, each of the galleys could house 200 fighting men each, though not for a long time, presuming the foe’s vessels are fully manned, they should run out of supplies sooner than you will.
>>
>>5034288

>With night set, time is as good as any to launch a full-scale attack, let them now that you are no fishmonger’s daughter.

>Uncertainty and presumptions are the heralds of an army’s death, you should launch a probing strike, targeting on or two ships, see if they are fully staffed.

>Bide your time, with the fluster of the boats, you have no doubt that they will either deliver their demands on the morn…or they will launch their invasion.
>>
>>5034289
>Bide your time, with the fluster of the boats, you have no doubt that they will either deliver their demands on the morn…or they will launch their invasion.
Let's see what it is that they want. Alternatively, do we have anyone capable of infiltrating a ship and sinking it with sabotage? (Fires, explosions, etc...)
>>
>>5034289
>>Bide your time, with the fluster of the boats, you have no doubt that they will either deliver their demands on the morn…or they will launch their invasion.

A raid with small boats it s not exactly the best when they see us so clearly. We would need a mist or rain for even attempt something like that at night.
>>
the cannons galleys will be a problem, but honestly maybe they will not fire them if they send their men attacking. A sea fort will be needed next, if there is battle maybe we are able to loot something of value from the foe. At least they are on disadvantage from landing.
>>
>>5034288
>>Bide your time, with the fluster of the boats, you have no doubt that they will either deliver their demands on the morn…or they will launch their invasion.
>>
>>5034289
>With night set, time is as good as any to launch a full-scale attack, let them now that you are no fishmonger’s daughter.
They won't be expecting it.
>>
>>5034288
>Bide your time, with the fluster of the boats, you have no doubt that they will either deliver their demands on the morn…or they will launch their invasion.
>>
>>5034289
>>With night set, time is as good as any to launch a full-scale attack, let them now that you are no fishmonger’s daughter.
Target their cannon bearing ships. Without them they must retreat since they cannot penetrate our defences nor have the supplies for a long siege.
>>
>>5034289
>Bide your time, with the fluster of the boats, you have no doubt that they will either deliver their demands on the morn…or they will launch their invasion.
It would probably be prudent to also set a schedule of night patrols, in case they attempt a beachhead with the smaller ships they use for communication.

>Captcha: NAGAY
Thanks for believing in my idea, Captcha.
>>
>>5034289
>With night set, time is as good as any to launch a full-scale attack, let them now that you are no fishmonger’s daughter.

We have limited time, though our supplies are greater than theirs, we have to remember that they could strike our fields which would turn their blockade into a deadly problem and that we have more infrastructure for them to disperse and target. They will move faster too, as movement by water is faster than on foot. We should make use of the night and not tarry and wait for the next, attack and do as much damage as possible. Note that even if our attack isn't decisive it could shake their morale when they realise their position in negotiations isn't as easy or strong as they thought it'd be and that we are resilient and not prone to rapid capitulation.

We don't want to give them time to attempt a defeat in detail by spreading us around while we struggle to defend our various projects, nor do we want to allow them the ultimatum of using their cannons, we ought to strike as often as possible, divide their leadership or take some of the leaders of one of the cities hostage, weaken their blockade and their resolve and take as many of the cannons as possible so that we are on even footing, if they shoot us with cannon fire, we shoot them back. And they can't recover their cannons if theirs fall into the sea, whereas if our potentially stolen ones get a position blasted it'll be fine as long as the cannon isn't struck directly.
>>
>>5034318
>>5034333
>>5034347
>>5034359
>>5034435

Wait and see

>>5034356
>>5034467

Full-scale attack.


After setting up night patrols and hopefully ensuring that you will not be caught with your pants down, you spend the night restlessly, watching and waiting.

Just as the rays of the Sun become visible, banishing away the darkness of the night. One of your men knocks upon your door, informing you that a messenger has arrived from the blockading force, demanding your presence at the pier.

>Go immediately, the sooner this is over the better, despite the slight.

>Let the messenger freeze in the dawn’s cold winds, after being soaked by the sea, maybe he’ll be more reasonable.

>Refuse to meet the messenger at the pier, he will come to your manor and he will talk when you allow him, on your terms.

>(Write in?)
>>
>>5035006
>Let the messenger freeze in the dawn’s cold winds, after being soaked by the sea, maybe he’ll be more reasonable.
Take our sweet time. Also, let's not go alone, and be ready to be attacked.
>>
>>5035006
>Refuse to meet the messenger at the pier, he will come to your manor and he will talk when you allow him, on your terms.
Have him escorted to the manor and let him stew in the foyer for an hour or two while we're making ourselves ready. We're reasonable and civilized people, keeping him out in the wet and cold is uncivilized behavior. Civilized behavior is wasting his time in relative comfort for no reason.
>>
>>5035024
supporting. you don't want to go outside in the cold with a messy hair!
>>
>>5035024
+1
>>
>>5035024
>support
>>
>>5035024
support
>>
>>5035006
Supporting >>5035024
>>
>>5035006
>>Go immediately, the sooner this is over the better, despite the slight.
>>
They think that they can command you in your home ? Oh no, things will be done your way, and how you dictate. You command your men to fetch the messenger and bring him to the foyer, and have him wait, for as long as you feel is needed to heal the insult to your honour.

About half an hour later, one of your men comes in and informs you that they messenger, after a lot of shouting, cursing and threats to level the whole town, has finally been dragged into the foyer. He is currently fuming in there, under guard and awaiting permission to meet you.

After 3 hours, time enough to have a lovely bath and breakfast, as well as relax and do some minor reading. You decide that the envoy should be sufficiently angry enough to meet you.

The person that steps in your office appears to be rather portly man. Dressed in fine cloths, with vibrant colours. Judging from his complexion, he appears to be Tilean, just as you, and looking at the rage in his eyes, it appears that the messenger has a lot he wishes to tell you right now.

“Flaviana Messore, I come here today to represent the will of the merchants of Miragliano. To bring you and those traitors who had tried to overturn the good order of our city to trial. You will comply with these demands, or the galleys of our grand city shall unleash fire and brimstone upon your lousy village. If I do not return in one hours’ time, our ships will open fire.”

Loudly proclaims the messenger, his eyes staring straight into yours, unflinchingly. Then, almost as an afterthought he continues:

“Ah yes, we also demand that you cease all trade with one known as Pyotr Randova and cut all ties with him.”

>”Very well, I shall gather my things, though that will take more than an hour.” (Try to buy time for an ingenious plot)

>”I shall not comply to any of these outrageous demands, leave, while I still allow you.”

>”Guards ! There is an intruder in my office, deal with him as you see fit !”

>(Write in?)
>>
>>5035786
>>”Very well, I shall gather my things, though that will take more than an hour.” (Try to buy time for an ingenious plot)
Ah yes fuck you too
>>
>>5035814
Try acting frightened I guess to make it convincing
>>
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>>5035786
This is a situation. If we fight our settlement will surely be destroyed, so we have to find a way to escape this without bloodshed. Time to see if we can waggle our silver tounge here.

>"My most esteemed Signor... I can assure you that I had no hand in the attempted coup of my late father, and since arriving in this land the most fanatical of my father's followers have died shielding me from those who would do me harm." (A lie of course to protect our soldiers from punishment.)
>"Any punishment of the flesh would therefore not be seen as just, only as uncouth barbarism. Barbarism unfit for the Great City of Miragliano and her citizens."
>"If only words alone could soothe the wounds left by my progenitor, I would speak to you until beyond the End Times for reconciliation. Alas I know such is not the case, so let us instead settle this like Men and Women of Miragliano would. Walk with me, and I shall show you the bounties of this land."

Show the messenger:

>Our horses. A hardy breed that will make for fine Warhorses, given a few seasons their number should grow to sustainable levels and allow for export
>The fine weaponry of Prince Pyotr's smiths, a match for even the weapons used by the City Guard of Miragliano
>The pearls of the fishing villages, a treasure worthy of even the most venerated member of Miragliano

He came here only to bring us to justice, if he instead returns home with treasure and trade he could further his career in Not!Venice. At least that's the line of thought I hope he'll have after this.

Damn I put too much effort into this.
>>
>>5035786
>”Very well, I shall gather my things, though that will take more than an hour.” (Try to buy time for an ingenious plot)
Oh but what will you do to me when you inevitably find me guilty? Please spare me some time to prepare.
>>
>>5035876
support

i am not sure it could work honestly due to the fact of Miragliano having allies and trade partners, in the two cities that are here with them in the blockade. Both of them our neighbours and that see us a problem.
But honestly i can t think of much else, we are a good strategist and general not a great warrior. And i doubt they are going to allow us inside a ship with weapons or anything else. I am really not sure of the ingenious plot, like what we would do once there ? Convincing them to join us ? Create infighting between the two trading cities and the Miragliano fleet ? Seduce one of the generals/admirals ? Have a duel between our champion and one of their men, for decide our fate ?
Normally attacking them with fishing ships and boats for get in melee is already an assured suicide, even if the distance is short.
>>
>>5035891
>i am not sure it could work honestly due to the fact of Miragliano having allies and trade partners, in the two cities that are here with them in the blockade
I don't think the alliance between Miragliano and Aletburg/Richting is particularly strong. The last demand, the one where we are to end trade and cut diplomatic ties with Pyotr is obviosly not a demand from Miragliano, but is instead from the other two cities and most likely agreed upon to be delivered to us in exchange for their military aid.

The envoy from Miragliano I would guess care little for the politics at play here between us and the two other trade cities, considering he delivered that demand almost nonchalantly. If we can settle our greivances with him I'm almost certain that the other two cities will lose their nerve and back down, especially if Pyotr too shows up to aid us.
>>
>>5035891
Well if nothing else works, we can always attempt seduction
>>
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>>5035786
Supporting >>5035876

Also, I have no idea why people supported my plan if they were going to turn around and just end up waiting after all and giving the initiative over to our enemies. We have no hope of overcoming the enemy if we have to face their cannons in broad daylight, that holds true even if Pyotr arrives with his army and honestly intends to help us in good faith, the only hope of overcoming them is if our armies can make contact and the best chance of that happening is through a night attack.
>>
>NAGAY
CAPTCHA knew
>>
>>5035786
>>5035876 this plan rocks
Can we throw them a feast?
>>
>>5035876

This one won.

Alrighty then anons, you are going to try and impress someone from one of the wealthiest cities in the world and also appease him after pissing him off.

Please give me 1d100 best of 3

It will be a high DC and if you somehow crit succeed on this, I will be very impressed and confused on how the fuck to justify this.
>>
Rolled 99 (1d100)

>>5037786
I'll bite the bullet and take the first roll since it was my plan.

Frankly I feel there was no good choice here, outright hostility with Miragliano is probably a Game Over scenario, and going with the Merchant too would probably be a Game Over as we'd likely be exectued for our Father's crime. That 2 did seriosly screw us over since we weren't ready for this force.

We just have to trust in bullshit rolls for this one.
>>
Rolled 47 (1d100)

>>5037786
Here we go!

>>5037794
Based.
>>
Rolled 97 (1d100)

>>5037794
lmao. we are very charming
>>
>>5037794
>>5037920
>>5037933

Me and my big fuckin mouth.

Alright you lucky sons of bitches, writing.
>>
>>5037943
Gain Trait : Irresistible Allure
>>
Well, this is a situation, maybe making him wait for 3 hours was not the wisest idea, but you managed to get out of worse situations with less. You begin:

"My most esteemed Signor... I can assure you that I had no hand in the attempted coup of my late father, and since arriving in this land the most fanatical of my father's followers have died shielding me from those who would do me harm. You can ask the esteemed Lord of House Ventrone, the vassal house of Myrmidens, the locals of the surrounding lands and of course Pyotr Randova. They can all assure you Signor, that those who betrayed our great city of Miragliano are long since gone."

The messenger stares at you, unmoving, his eyes boring through you. Only now do you realize, that this relatively decadent looking man, has a dangerous sharpness around him, a merchant’s acumen. You think that even you could overwhelm him in combat, but if it were up to him, he’d never fight you, no, he’d drown you in mercenaries.

Gulping down, you continue your diplomatic attack:

"Any punishment of the flesh would therefore not be seen as just, only as uncouth barbarism. Barbarism unfit for the Great City of Miragliano and her citizens. You have seen these lands; you have interacted with the people here. I am sure you can see that in these Borderlands, the light if Myrmidia and civilization does not shine bright. Myrmidens being the only large state of civilization, but my dear Signor, we both know that Myrmidens is far too old, far too intertwined with Tilea proper. Unlike my lands, carrying the same torch and the spear of Myrmidens, we have much to offer Miragliano.

To that point – If only words alone could soothe the wounds left by my progenitor, I would speak to you until beyond the End Times for reconciliation. Alas I know such is not the case, so let us instead settle this like Men and Women of Miragliano would. Walk with me, and I shall show you the bounties of this land. "

You see a spark of curiosity in the man’s eyes, the eyes of a merchant calculating gains and losses, weighing pros and cons. The exact thing you hoped to see.

“Fine, I shall extend the deadline of my ultimatum by two more hours. Now then, show me around your…” town” “says the man with undisguised sarcasm “and for your sake Messore, I hope you have something worth my time.”
>>
>>5037975

After the messenger relays his orders from the pier, you begin escorting him around town, showing him your fine horses, arms and armour fit for any professional army and the pearls fit for any noble or merchant lord.

Through all this, the messenger does not appear overly impressed, but you do see that he notes the fact that a temple for Myrmidia has been erected in your township. He seems to appreciate the fact that your spiel earlier has not been a complete lie.

At the end of the tour, you once again find yourself in your office, staring down the messenger, this time less fuming and far more concentrated. The awkward silence between you two last for a solid 20 minutes, a rather concerning thought, given the fact that the galleys will open fire in around 40 minutes.

Finally, the messenger opens his mouth and begins to speak:

“Lady Messore, I can see that Miragliano may benefit from these lands. Very well then, I shall give you a new choice. You and your territories shall become a tributary of Miragliano. Afterall, we ARE civilized, are we not ?” He says with a sickening smile of hyena. “You shall set aside trade goods worth no less than (2 Wealth) every month, as tribute. That we shall collect every year. We of course, shall…” ensure” the safety of your shipping lanes and prevent any nasty incidents of piracy and “piracy”. I do believe that you will find these terms acceptable, Lady Messore.”

>”They are acceptable. I look forward to our cooperation. May this new relationship between Black Silk Bay and Miragliano be beneficial to the both of us.”

>”Although these terms are generous, I think we should revise them a little bit.” (how?)

>(Write in?)
>>
>>5037976
>>”Although these terms are generous, I think we should revise them a little bit.” (how?)
How about just 20 wealth a year? After all, this town requires investments to prosper.
>>
>>5037976
>”They are acceptable. I look forward to our cooperation. May this new relationship between Black Silk Bay and Miragliano be beneficial to the both of us.”

Sounds like a good deal, they protect us from actual piracy thus reducing our burden in regards to protecting our own shipping. Sure there is the threat of "piracy" should we not pay up, but that is to be expected. 2 wealth worth of trade goods is about what we get from our cut of selling Pyotr's goods or from selling our supply of wood, but we still have our pearl supply which could expand once we establish control over the nearby villages or get more population. If we diversify our agricultural produce or find more forms of livestock we could sell off the excess each year to make a tidy sum as well. Plus we could eventually establish trade with the dwarves or relevant cities further afield, which would garner us additional income, so this is hardly the end of the world.

However, I almost forgot...
>”Although these terms are generous, I think we should revise them a little bit.” (Please convince the other two trading cities naval ships to stop blockading us as well, after all, this arrangement will only be hampered if our town or men take losses dealing with them on our own, and as you outnumber them they'd not dare disagree with you should you pressure them.)
>>
>>5037976
>>5038123
+1
Let's hope we'll be able to rebel eventually... Becoming a vassal isn't particularly nice. At least they just want money, and not absolute control, so far.
>>
>>5038137
Once we can build a few sea forts and get some cannons we should be fine, after all "a ship's a fool to fight a fort."

Plus, with a friendly neighbor to our north, and the coast and interior* ripe for the taking we should be able to take a decent chunk of territory to fuel our resource/population needs into the next phase of our expansion.

After that we should be able to contest the trading cities which will grant us even better trading ports, a fertile riverine area** and a greater expanse of interior with population and resources.

*based on the 3-4 day march until we reach the castilo we could have anywhere between 30-80 miles of territory that is technically ours depending on whether we took a leisurely pace to meet with Pyotr or if we force marched, and I'm pretty sure we were hurried when leaving. Though to control that territory in actuality and the farming villages in them we'd have to secure the castilo or persuade the villages to integrate manually, whichever is more convenient to do first.

**The enemy trading cities were both on rivers if I recall correctly, taking them over would definitely grant us a appreciable benefits and would definitely turn us into a small regional power.
>>
>>5038123
>support
>>
>>5037976
>>”They are acceptable. I look forward to our cooperation. May this new relationship between Black Silk Bay and Miragliano be beneficial to the both of us.”
can we borrow some boats and boat makers?
>>
>>5038123
support
yeah we have still that blockade from the other two cities
>>
”Miragliano shall of course protect its interests Lady Messore.”

Unhurriedly states the messenger on your request to end the blockade as he stands to leave. Only 20 or so minutes before the vessels open fire.

You finally breathe a sigh of relief as Miragliano’s fleet lift their anchors and set sail. Perhaps spooked by the change in the balance of power, the trading city vessels turn tail and run. It seems that on this day, the pen was mightier than the sword. But you have no doubt, given the current situation, the trading cities will be unable to use their naval might, lest they antagonise Miragliano, but to fight you on land ? The treaty stated nothing of protecting you from inland threats. You will have to be prepared when that time comes.

Another pressing matter, the messenger you dispatched to Prince Pyotr still has not reached him yet.

>Send another messenger, informing him that the situation has been resolved.

>Do not send another messenger, it may annoying him, but you will be able to see his armed response, if there would be any coming, to your call for aid.
>>
>>5039348
>Send another messenger, informing him that the situation has been resolved.
>>
>>5039348
>Do not send another messenger, it may annoying him, but you will be able to see his armed response, if there would be any coming, to your call for aid.

The messenger has a days head start, we probably won't be able to catch him, we would only be able to inform the prince of the situation after he has received our first one.

Besides, informing him of the resolved situation defeats the a significant purpose of sending the message in the first place, it wasn't merely to call for aid, but to see his response in order to judge his intentions. I feel as if anons may be too afraid of embarrassment or having to come up with an explanation for Pyotr, if people didn't want to deal with that then they shouldn't have agreed to that part of my idea in the first place.

Besides, him arriving here gives us a chance to discuss the outbreak of hostilities with the trading cities and the fact that they are attempting to pressure us not to associate with him, from there we can discuss what to do about it and if we want to respond with a pre-empetive strike or raid, or otherwise slash and burn any territory between their core cities and our territories to make the logistics of traveling with an army to our territories harder.
>>
>>5039348
>>Do not send another messenger, it may annoying him, but you will be able to see his armed response, if there would be any coming, to your call for aid.
>>
>>5039348
>>Do not send another messenger, it may annoying him, but you will be able to see his armed response, if there would be any coming, to your call for aid.
We can explain what occurred and plan for future attacks so that help arrives sooner.
>>
>>5039348
>>Do not send another messenger, it may annoying him, but you will be able to see his armed response, if there would be any coming, to your call for aid.
>>
>>5039348
>Send another messenger, informing him that the situation has been resolved.
>>
You decide that the potential fallout is worth it, knowing the integrity of your alliance is too important in such treacherous lands, even if it does strain your relationship somewhat.

By your estimation, your messenger should reach Pyotr in 5 days, maybe 4 if he pushes as hard he can. Not counting the one day already on the road. Then, depending on how prepared Pyotr is to march out, a week, and maybe a couple of days, will be needed for him to arrive.

And so, you wait, addressing the issues caused by the blockade, easing the nerves of your people and raising their confidence in your rule. Until one week and 5 days later, the blue bear banner becomes visible over the horizon.

The gleaming of armour allows you to identify Pyotr’s heavy infantry quite easily. The dispatched force seems to number around 600 men, each and every single one clad in splint. With an added number of 200 medium infantry. And leading the formation is a man clad in beautiful silvered and azure coloured fullplate, with a large white fur cape over his shoulders, Prince Pyotr no doubt.

His force appears to be moving as swiftly as they can towards your settlement. As the host, it is up to you to decide how “generous” you will be.

>Allow the force in, they are your allies after all.

>Have the army camp outside your walls, only allow Pyotr and his officers inside.

>(Write in?)

Then there’s the question on how to handle Pyotr. You do not know what his reaction will be, but mobilizing forces only to learn that they are no longer needed, may have upset him.

>Maintain the professionalism that you had established previously.

>Take on an apologetic tone, he did travel a far distance after all, one needs to know when to retreat and when to advance.

>A hero has come to rescue a damsel in distress, he cannot possible be angry at her, now can he ?

>(Write in?)
>>
>>5040200
>Allow the force in, they are your allies after all.
>A hero has come to rescue a damsel in distress, he cannot possible be angry at her, now can he ?
>>
>>5040200
>Allow the force in, they are your allies after all.
>A hero has come to rescue a damsel in distress, he cannot possible be angry at her, now can he ?
>>
>>5040200
>Allow the force in, they are your allies after all.

They came all this way, may as well. If we are paranoid then we can just let them inside the hopefully complete secondary wall and roll out amenities for them. We should be able to manage a defensive battle then if it comes to that, which I doubt it will.

>Take on an apologetic tone, he did travel a far distance after all, one needs to know when to retreat and when to advance.

Make our apologies, offer what refreshment we have to ease their travel weary bones and then move on to gauging his intent on arriving with his army and if we judge his intentions sound then try and move the discussion to what to do about the trading cities. Maybe mention that our trade lanes via sea should be secure for the foreseeable future owing to us being protected now, but we are vulnerable via land.
>>
>>5040200
>Allow the force in, they are your allies after all.
See about getting the force re-supplied for the march home as well, it's the least we can do after they came all this way. Maybe get them a barrel or two of drink too if we can spare it.

>Take on an apologetic tone, he did travel a far distance after all, one needs to know when to retreat and when to advance.
Explain that we've avoided being annihilated, but that it came with the cost of submission and him marching to our aid is deeply appreciated. Also mention the demand that came from Aletburg and Richting to halt trade with him, inqure how he angered both of them and float the suggestion of a proper alliance between our realms.
>>
>>5040200
>>Allow the force in, they are your allies after all.
>Take on an apologetic tone, he did travel a far distance after all, one needs to know when to retreat and when to advance.
>>
>>5040200
>>Allow the force in, they are your allies after all.
>>A hero has come to rescue a damsel in distress, he cannot possible be angry at her, now can he ?
I do not see how we can't be both apologetic and damsely
>>
>>5041038

One is still distant and professional. The other is far more flirty, big puppy eyes. It sets the theme of the meeting.

I also need a tie breaker.
>>
>>5041067
Feel free to roll for it if you think enough time has passed
>>
Rolled 2 (1d2)

Tie breaker

1 is apologetic

2 is damsel
>>
>>5041140

Alright, with this out of the way, give me 1d100 best of 3 to see how well your meeting goes.
>>
Rolled 73 (1d100)

>>5041148
That's an interesting option still, I think
>>
Rolled 34 (1d100)

>>5041148
>>
Rolled 59 (1d100)

>>5041148
Lets get this over with.
>>
Rolled 57 (1d100)

>>5041148
>>
They say imitation is the sincerest form of flattery. I just found this fresh (started a few hours ago!) on SV lol.
https://forums.sufficientvelocity.com/threads/warhammer-fantasy-the-hollow-crown-a-border-princes-quest.96538/
>>
>>5041446
kek
>>
No true hero could hurt a lady, now could he ? You order Prince Pyotr’s army to be allowed inside and given foodstuffs and accommodations. While you yourself begin rummaging through your clothing, looking for the most alluring dresses, grabbing make-up that you had not put on for years. And by the end of it, staring at the little polished bronze mirror is no longer Flaviana Messore, the general, the warlord, the leader of men, a Princess in the Borderlands. What stares back at you is now Flaviana Messore, the lady, the shy glowing sunflower. With a different kind of armour cladding you, all you can do now is wait for your battlefield to approach you. While you were preparing, a private dinner, with the finest of food and drinks you managed to haggle out of the merchants a while back, is prepared for you.

As you sit waiting, the muffled sound of metal impacting the carpets, steel rubbing against steel, becomes louder and more pronounced. Prince Pyotr has arrived.

The door is swung open, the hard face of Pyotr staring straight at you becomes visible, his helm held under his arm. Getting a better look at his beautiful fullplate, you notice that it is even more extravagant than you had seen previously, sapphires are set in his gauntlets, each one set where a knuckle would be, for a total of 10. The shoulder pads are entirely covered in Lapis Lazuli, drawing attention of any onlookers. Upon the neckguard are set 6 large opals. While the helmet in Pyotr’s arms has a massive blue diamond set in the middle, with 3 smaller ones set on each side.

The chair in front of you audibly creaks as it struggles to support the weight of armour and man.

“Princess Messore, you look… touched up today.”’ Says Pyotr after a moment’s hesitation. “I’ve rushed here as swiftly as I could when your messenger delivered me the news. I had expected to find you in armour and blade in hand, rather than in a dress and wielding a fork.”

“The situation changed rather rapidly, I do apologize Prince Pyotr.” You say leaning in, exposing the cut of your dress. “As it currently stands, my seaborne trade routes are secured by a treaty I had to sign with Miragliano. It is not the best situation, I have to admit, but with this, the trade cities and local riffraff will not be able to intercept my, nor yours, trade routes.”

“And I am truly glad that you came to my assistance Prince, I hope that our alliance will continue to hold strong.” You smile, whilst playing with your hair.

You see Pyotr gazing at you, some of the harshness now gone from his eyes, though it appears you haven’t completely smitten him, at the very least he is now conscious of the fact that he is conversing with the opposite sex.

Pyotr clears his throat and begins:
>>
>>5041817

“With their sea power neutered, Richting and Aletburg, will deploy their land forces, the moment they sense weakness. Their mutual mistrust of one another allows us some leeway. As long as your holdings are well garrisoned, if it takes a while to overwhelm them, the two towns will fear backstabbing attack from each other, and of course other local powers. But, I must say, your current forces can be defeated, if the two towns march at the same time, with relative ease. Being alone in the Borderlands has its downsides, and as you have seen, it will take a while for me to deploy my own men, if you call for aid once again. These men unfortunately, I simply cannot leave behind as I need them to garrison and defend my own lands. Men left to garrison territories of other Princes are quite prone to being betrayed or allured to the other side, of course I mean no disrespect to you Princess, but I am certain that you see where I am coming from.”

“I do, but I also sense that there is something more you wish to say, my dear Prince.” You utter, your eyes slightly narrowing, your smile still plastered on your face.

“As it currently stands Flaviana, if I can call you that, treaties on a piece of parchment are worth as much as you can enforce them through mutual fear. A true, unbreaking alliance has to have something different, more tangible to tie both parties together, and ensure that their interests are oriented the same way.”

You raise an eyebrow at that, it does not take a fool, and if you were a fool you wouldn’t have lasted so long in these lands, to know what Pyotr is implying. The simplest, most common and perhaps the sturdiest of ways to make lifelong allies:

Marriage.

You are young, so is Pyotr, a child borne by such a union would unite both of your lands. Of course, Pyotr most likely isn’t aware on your future plans of rulership, he might even object to them further down the line, but what he doesn’t know won’t hurt him.

>Accept the proposal.

>Decline it, but hope that you can maintain your current relationship.

>You are not some fat cow in a market to be sold. Cut all ties with him, perhaps the trade towns can be reasoned with.

Feel free to ask as many questions as you want to, Pyotr will endeavour to answer all of them to the best of his abilities.
>>
>>5041446

I doubt my shitty scribbles inspired anyone (unless they are disgusted by my crappy writings lol). I wasn't the first anon ever, nor will I be the last to set up a quest taking place in the Border Princes.
>>
>>5041818
>>Accept the proposal
But with marriage contract and all that, we have the last word in our land, he in his lands
Both should be equal
Say its a marriage contract in the style of our home city Miragliano
>>
>>5041818
>Accept the proposal.

>On the caveat that we both not enter into this relationship blindly, we must know what we expect of the other, we should discuss the outline of the political system we voted on in the previous thread, what must be compromised on between our two visions, the fact that we are also intent on rulership, etc, etc.

Or I suppose we could just get hitched with the intent on murdering him if we later find out his desires to not be in line with our own and thus inheriting our combined lands, but I'd prefer to try and make this work if we can.

I may flip flop on this vote actually, I'm not sure if we should commit to this so suddenly, even with the lack of trust in the Border Princes, we ought to be able to recognize the trading cities as our enemies and each other as at least friendly neighbors, or at least as much as two princedoms can be in the Border Princes. Perhaps it'd be best to just try and continue as normal and stay the course and propose immediately going on the offensive against Richting and Aletburg crushing one after the other with our combined host, or at least defeating some of their units so as to weaken them and deter further aggression from them.

Still, we already decided to come off as flirty or as the shy maiden, so it'd be a bit too whiplashy to change course now, if we weren't intent on this sort of outcome people shouldn't have voted for coming off as a damsel.
>>
>>5041818
hmmm. Perhaps the both of us should think about it first. We would only enter such arrangement as equals of course, and we should at least first discuss what vision and plans we have for the future.
>>
As mentioned previously, you can ask him questions you want answered. You do not need to agree right now. Please reply to this post with your questions.
>>
>>5041818
>>Accept the proposal.
>>
>>5041955
What are the marriage terms he wants?
Where do we live after marriage?
What are his plans for the future?
How will the responsibilities of ruling be divided?

I will try to think of others later.
>>
>>5042463

>What are the marriage terms he wants?

“I am fine with our realms being divided, as long as we agree that our firstborn will be the one to inherit both territories. This agreement will also extend to where if one of us is attacked, it is automatically assumed that both were attacked. We will also come to each other’s aid in offensive wars. Until our realms are combined, our treasuries shall stay separate. I do have to stipulate, that when we march on the trade towns, one shall fall under my influence and one under yours.

>Where do we live after marriage?

“Wherever you will, the only thing of concern is that we meet at least once every half a year, in order to ensure that we do produce a common heir.”

>What are his plans for the future?

“The plans that any Prince or Princess has in these lands, the ultimate goal of unification. To finally rule all of these lands just as the Tsars and Tsarinas rule Kislev. “

>How will the responsibilities of ruling be divided?

“I will continue the governance of my lands, and you of yours, no tariffs can and will not be imposed between our two lands. Any disputes between our subjects shall be solved by us, or our appointed judges to deal with such matters.”
>>
>>5041818
>>Decline it, but hope that you can maintain your current relationship.
>>
>>5042994
Eh, I'm pretty much fine with all of this, it sounds like a better deal than I thought it'd be.
>>
>>5042994
not bad. Time to hammer out the details
>Accept the proposal.
>>
>>5042994
Forgot to ask the most important question of all, who raises the children?
>>
>>5041818
>Accept the proposal.
"I certainly imagined that the day someone proposed to me me would be more romantic"
>>
“Very well Pyotr, I accept your proposal. We shall be betrothed and married.”

Prince Pyotr smiles before stating:

“Good, with this we shall perhaps be the first Princes in these lands that can truly trust each other. I do look forward to our future together.”

With that matter solved, you and Pyotr dig into your meal and continue to have small talk for a few hours before Pyotr departs your manor, leaving you alone with your thoughts.

And when a new day rises, you are greeted by the fact that Pyotr is already preparing to depart with his troops.

And as a betrothal gift, he leaves behind a unit of heavy infantry. It is yours to command and use as you see fit. The you know that this is only the start. The man will give gifts to his wife-to-be during the betrothal period, and upon the day of marriage, the woman shall give her husband-to-be a dowry that is more or less equal in size to the gifts received during the betrothal. Another headache to add atop of the million things you already have to do.

With trade no longer disrupted, you are once again able to commence trading operations.

With the wall construction ongoing, no profits were gained from the selling of logs, but the wall is nearing completion, so next time it shouldn’t be an issue.

The local villages continue to trade through your town, netting you some taxes (1 Wealth).

With you enforcing tolls upon your part of the main trade road, you are able to gather a tidy sum (1 Wealth).

PROJECTS:

>With the trade road finished, the castillo has become more readily accessible, you will have to send your engineer with skilled help to figure out what needed repairing, replacing or just outright remaking. The time, cost and manpower necessary for such a project will be intense, you will also require good quality stone for the reconstruction, stone which requires quarries. Quarries that you do not yet possess.

>Sea Fort – The construction will take 3 months’ time and cost 12 Wealth as well as 2 Population. An expensive and time-consuming project, but your engineer suggests the creation of sea forts and the fortification of the bay, with trade surging, lack of proper defences will most definitely attract pirates or envious competitors. But proper forts, with trained crews and cannons, will make the port unassailable.

>Dedicated stabling – The construction will take 2 weeks and cost 1 wealth. With your new horses settling in, concerns have been raised about constructing them proper accommodations come winter.
>>
>>5044894

>Expand the manor – The construction will take 2 weeks and cost 2 wealth. With your status growing, so should your home, it is nothing more than a larger hut, Pyotr’s armour is probably worth more than everything you have inside and the house itself combined. This cannot stand, a Princess must have a palace. (Add another floor, make the walls out of stone, add some nice carpeting, it will be equal to a fancy town house, but better than the large hut it currently is.)

>(Write in?)

RECRUITS:
>>5022262
>>5022264

DIPLOMACY:

>With the threat of a possible attack from the trading towns, your men suggest to annex or bully the local fishing villages into being an early warning system of a possible attack.
>Annex the villages, fortify them and turn them into forts proper, garrisoned by your men. Doing so will protect your eastern and western flanks. Warn you of any upcoming attacks, delay any upcoming attacks. You could also choose to overturn the terrain and make it even more defensive, something you cannot do around your town, due to the need of farmable land. This will allow you to have the decisive battle there, instead of fearing damage for your town.
>Diplomacy is key, make a warning system and let the villages have them. There is a risk that they will betray you, out of fear of the trading cities, nor will they be able to hold out for too long should they choose to keep true to their promise.
>Ignore the situation entirely, it works just fine as it is.

>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.

>(Write in?)

SPECIAL:

>An Araby merchant has arrived in the town, he is offering unique weapons, armours, potions, books and all the curiosities of the world, or so he claims. Perhaps you should meet him and see what he has on hand to offer.


YOUR STATS:
Military 4 (Used for military actions, supplies and the like)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 3 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 2 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 units of professional pikemen
1 unit of heavy infantry
1 unit of professional heavy infantry
1 unit of elite crossbowmen
1 unit of marines
Knight Champion
>>
>>5044894
PROJECTS:

>Dedicated stabling – The construction will take 2 weeks and cost 1 wealth. With your new horses settling in, concerns have been raised about constructing them proper accommodations come winter.

DIPLOMACY:

>Annex the villages, fortify them and turn them into forts proper, garrisoned by your men. Doing so will protect your eastern and western flanks. Warn you of any upcoming attacks, delay any upcoming attacks. You could also choose to overturn the terrain and make it even more defensive, something you cannot do around your town, due to the need of farmable land. This will allow you to have the decisive battle there, instead of fearing damage for your town.
I'm thinking we should try to be as polite and courteous as possible to make the potential transition as safe and smooth as possible so we can spend more time planning an attack on one of the city's since as we where told facing both at once would be a death sentence, so we should focus one and bring them under our control then the other, since leaving one of them free would simply leave a liability around our land

Should we plan to do anything with the Castillo we would for shure need to station several troops to protect the builders, and/or clear any remaining rats that would most likely still remain their under the place, at most I think we just blocked some of their entrances into their den and they for shure have other ways out onto the surface
>>
>>5044896
>Dedicated stabling – The construction will take 2 weeks and cost 1 wealth. With your new horses settling in, concerns have been raised about constructing them proper accommodations come winter.

This is a concern that needs addressing to preserve our horses through winter, it is also cheap and quick.

>Annex the villages, fortify them and turn them into forts proper, garrisoned by your men. Doing so will protect your eastern and western flanks. Warn you of any upcoming attacks, delay any upcoming attacks. You could also choose to overturn the terrain and make it even more defensive, something you cannot do around your town, due to the need of farmable land. This will allow you to have the decisive battle there, instead of fearing damage for your town.

We don't have time to fuck around, we need the advantage, the extra taxes, and playing softball will likely fail considering the superior size and likely soft power advantage of our enemies

>An Araby merchant has arrived in the town, he is offering unique weapons, armours, potions, books and all the curiosities of the world, or so he claims. Perhaps you should meet him and see what he has on hand to offer.

We have some left over wealth to buy some exotic goods from. If there is anything left over after our purchases maybe we can produce more units.

Also, we owe Pyotr 2 wealth for our dowry based on his gift of heavy infantry, perhaps more if you consider the fact that they require Military and Population stats as well. But that won't be an issue for a little while and we have bigger concerns at the moment.
>>
>>5044894
>Sea Fort – The construction will take 3 months’ time and cost 12 Wealth as well as 2 Population. An expensive and time-consuming project, but your engineer suggests the creation of sea forts and the fortification of the bay, with trade surging, lack of proper defences will most definitely attract pirates or envious competitors. But proper forts, with trained crews and cannons, will make the port unassailable.

>>5044896
>Annex the villages, fortify them and turn them into forts proper, garrisoned by your men. Doing so will protect your eastern and western flanks. Warn you of any upcoming attacks, delay any upcoming attacks. You could also choose to overturn the terrain and make it even more defensive, something you cannot do around your town, due to the need of farmable land. This will allow you to have the decisive battle there, instead of fearing damage for your town.

>An Araby merchant has arrived in the town, he is offering unique weapons, armours, potions, books and all the curiosities of the world, or so he claims. Perhaps you should meet him and see what he has on hand to offer.

You forgot to answer the question of who gets to raise the kids. That's quite important in any separated marriage.
>>
>>5044914

I doubt that the game will last lon enough for that to be an issue, but in general the education will be done by nannies and hired teachers. Rulers and nobles do not raise the kids themselves, you are far too busy. But in cases like these, the boys will go to the father and the girls to the mother.
>>
>>5044894
>Dedicated stabling – The construction will take 2 weeks and cost 1 wealth. With your new horses settling in, concerns have been raised about constructing them proper accommodations come winter.
Probably the last building we can afford for a time, with the yearly tribute and the dowry we have to pay. We should consider selling the weaponry we get as payment from Pyotr for shipping his goods for extra wealth until we start making more cash from other sources.

>Annex the villages, fortify them and turn them into forts proper, garrisoned by your men. Doing so will protect your eastern and western flanks. Warn you of any upcoming attacks, delay any upcoming attacks.
Also gift them with one unit of Military Equipment each so they can raise a militia of Medium Infantry to better protect themselves, in return for which we expect a modest sum of tax to be paid monthly and their infantry to be called upon, should the need arise, to defend ourselves and them from outside attack.

>An Araby merchant has arrived in the town
Meet with the Araby Merchant, inquire if he has any books on the subject of the Winds of Magic. While we haven't shown any telltale signs as to having Witchsight, which would imply we're not capable of using Magic, it could just simply be that we haven't tried to see it yet or that our Witchsight is weak enought that it doesn't show itself without being called on.
>>
>>5044894
>Dedicated stabling – The construction will take 2 weeks and cost 1 wealth. With your new horses settling in, concerns have been raised about constructing them proper accommodations come winter.

>>5044896
>Annex the villages, fortify them and turn them into forts proper, garrisoned by your men. Doing so will protect your eastern and western flanks. Warn you of any upcoming attacks, delay any upcoming attacks. You could also choose to overturn the terrain and make it even more defensive, something you cannot do around your town, due to the need of farmable land. This will allow you to have the decisive battle there, instead of fearing damage for your town.
>An Araby merchant has arrived in the town, he is offering unique weapons, armours, potions, books and all the curiosities of the world, or so he claims. Perhaps you should meet him and see what he has on hand to offer.
>>
It took too much effort to get your hands on horses just to let them freeze to death in winter. The order given, the locals begin the construction of the stables. Soon your horses will have a nice, safe, warm and dry place to winter in.

You also decide, that given the current state of affairs being a nice lady next door is simply not possible. The two fishing villages shall be subdued for the sake of safety for your people (and not at all for their valuable pearl trade).

Thanks to the months spent interacting with the villages and the rather large uptick in trade, it has allowed you to get a clear idea of each villages strengths. Each village, can raise two hundred fighting men, though calling them that does disservice to the profession of the soldier. Their equipment is more or less whatever metal tools they can get their hands on, with the occasional proper weapon mixed in here and there. Their discipline will most likely be non-existent, given complete and utter lack of professional military training. Still, they are unlikely to break and flee, due to the fact that in their minds, they are fighting for their homes against invaders. Which raises the biggest issue, the villages have sturdy wooden walls and the two hundred men atop of them can be overcome, but you will definitely pay a price for it.

You need to make up your mind on how you will approach this:

>Attack both villages at once

>Attack them one at a time, hoping that the other village won’t be able to find out about their predicament.

Then you need to decide how you will dedicate your troops.

>Troops to the East (which?)

>Troops to the West (which?)

Finally, another matter demands your attention, the Araby merchant has arrived and he has put his stock on display for you:

>Two-handed Warhammer – The merchant describes that this hammer was once used by a wandering priest of Sigmar and it was used to strike down a horror unseen before by man in Araby. (RARE WEAPON) (Cost 6 Wealth)

>A set of medium armour – This armour was once used by a great hunter of both men and beasts. It is said that no killing blow can land upon he who wears it, until the armour itself crumbles away. (LEGENDARY ARMOUR) (Cost 20 Wealth)

>A strange book – This strange leather bound text has a complicated golden seal upon it, but it appears to be expertly made and resistant to the sands of time. (RARE BOOK) (Cost 8 Wealth)

>A set of light armour – A expertly made set of light armour, better than most, but nothing too extraordinary. (COMMON ARMOUR) (Cost 1 Wealth)

fuckin fine roll for the merchant for you anons. Expense = Quality
>>
>>5045243

YOUR STATS:
Military 4 (Used for military actions, supplies and the like)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 2 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 2 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 units of professional pikemen
1 unit of heavy infantry
1 unit of professional heavy infantry
1 unit of elite crossbowmen
1 unit of marines
Knight Champion
>>
>>5045243
>Troops to the East (which?)

>Attack them one at a time, hoping that the other village won’t be able to find out about their predicament.
>>
>>5045243
>>Attack them one at a time, hoping that the other village won’t be able to find out about their predicament.
>>Troops to the East (which?)
2 units of professional pikemen
1 unit of heavy infantry
1 unit of elite crossbowmen
And us
>>
>>5045243
Fucking Merchant and his super expensive wares. Can we ask him to earmark the Book for us, as we lack to wealth to buy it now but would be interested if he returns later?

>Attack them one at a time, hoping that the other village won’t be able to find out about their predicament.
>Troops to the East (which?)
2 units of professional pikemen
1 unit of heavy infantry
1 unit of elite crossbowmen
Knight Champion
We'll go with the Formation too.

>Each village can raise two hundred fighting men
>the villages have sturdy wooden walls
I know we're marching out to annex these villages, but they have an impromtu milita of 200 men each and good walls. Any combat between us and the villages only favour the trading cities, as we'll be taking casualties, the fishing villages will be taking casualties and the walls will end up damaged. We'll also be creating great resentment between ourselves and the remaining villagers, who could end up looking at the trade cities as liberators instead of invaders.

Best case scenario is we manage a diplomatic vassalization here instead of outright annexation. Since we're riding with the formation we can directly tell the villagers that (due to circumstances completely out of our control) nearby merchant cities are angry at us, and in extention them, for denying them trade profit and could be on their way now to either extort or sack their villages and our settlement. Then suggest that the best course of action is to put themselves under our military protection, where we will station one unit in their village and help equip their milita with proper weapons, in return for which they will pay us a modest fee in taxes.

If it fails we'll just have to fight them. It's sad, but we need those defensive locations to protect ourselves.
>>
>>5045492
Supporting the "diplomatic" option.
>>
>>5045492
>Support
>>
>>5045492
+1
>>
>>5045243
Supporting >>5045492

Although it seems a bit flip floppy since this seems more like the prior mentioned "coercion option". However I think the distinction in this case is simply that we are being diplomatic but actually bringing our army all the way to their villages, so if they don't comply we will immediately begin annexing them. Sort of a diplomatic coercion option with an apology but backed up by immediate violence if not met with compliance.
>>
>>5045965
The term 'Gunboat Diplomacy' comes to mind here, a diplomatic ultimatum backed by a threat of force. Our army doesn't just serve as intimidation though, it is also proof that we aren't toothless and can actually gather sufficient force to defend them should Aletburg/Richting lay siege to them.
>>
The pen backed by the sword, also known as – I have a much bigger stick than you, so you better bend over, it is.

Please give me 1d100 best of 3, to see if the eastern village folds without a fight.
And I can mention that any merchant will stick around for two turns before fucking off, the chances of another merchant and what goods he has is entirely random and based on my rolls, so you guys still have a chance to get the book.
>>
Rolled 47 (1d100)

>>5046262
>>
Rolled 67 (1d100)

>>5046262
Hopefully no big fuckups here
>>
Rolled 38 (1d100)

>>5046262
>>
Rolled 4 (1d100)

>>5046262
>>
>>5046950
The three roles where already made so mine doesn't count right???
Right???

Well I say my role doesn't count as the three asked where already roled right anons
>>
>>5046952
Your roll was unnecessary and won't be counted
>>
>>5046278
>>5046285
>>5046341

With your army assembled, it does not take long for you to reach the eastern village, a bit more than 3 days. You are greeted by the sight of the village’s gates being slammed shut and the militia already assembled atop of the walls. It seems your army’s movements were noticed, hardly a surprise, since you moved as swiftly as possible with hundreds of armed men.

You order a messenger forward, to deliver your ultimatum.

Then, a few tense minutes later, you see and hear a general commotion happening atop of the walls. It seems that your proposal has caused a commotion.

>Let it play out, no need to risk anything by being rash.

>You have siege ladders prepared, as any true strategist should, you can order your men forward while the defenders are disorganized.
>>
>>5046978
>>Let it play out, no need to risk anything by being rash.
>>
>>5046978
>Let it play out, no need to risk anything by being rash.
>>
>>5046978
>Let it play out, no need to risk anything by being rash.
We want to do things the peaceful way
>>
>>5046978
>>Let it play out, no need to risk anything by being rash.
>>
>>5046978
>>Let it play out, no need to risk anything by being rash.
>>
>>5046978
>>Let it play out, no need to risk anything by being rash
>>
>>5046978
>Let it play out, no need to risk anything by being rash.
>>
Some time passes before order is restored atop of the walls and shortly thereafter, the gates are opened. It seems that your mere presence and numbers won you a battle without fighting…hmmm…maybe you should write that down when you pen your own book upon stratagems.

Your heavy infantry unit is the first one to enter the village and secure it. Before you yourself march inside with the remainder of your army. The locals look upon you with eyes filled with fear, mistrust and scepticism. Though that hardly matters as the people start prostrating themselves in front of you, their new Princess.

Your first conquest, hardly as impressive as you would’ve liked, but it is a conquest nonetheless.

>One needs to know when to be cruel and merciful, they surrendered and complied, so they deserve mercy. Do not extract tribute and keep the locals in power, with your armed men watching them of course.

>Dead subjects are worthless subjects, but they need to learn that you rule over them. (Either extract tribute, change leadership or both.)

>It’s the first time your men took a civilized holding, they deserve a proper reward. (Sack the village)

You also have to decide the garrison

>Leave troops (which?)

and you need to think if giving these new subjects military equipment right now is worth the risks.

>Give equipment

>Do no give it now, but maybe after they prove their loyalty.
>>
>>5047223
>Dead subjects are worthless subjects, but they need to learn that you rule over them. (Either extract tribute, change leadership or both.)

>Extract tribute.

I was briefly tempted to go with a soft touch to go along with our diplomatic approach to ease the blow of the annexation or at least give them some breathing room and buy us some good will so they don't betray us during the upcoming campaign, but if this is a long term decision I think we ought to extract taxes either in the form of some of the fish they catch or the pearls they collect or both. There is no point annexing someplace if we aren't extracting value from it whether that be in the form of taxes or population for our army or whatever.

However I want to make it clear that my intent is simply to collect taxes, not enact a punitive extraction of tribute for us annexing them.

I'm iffy about changing leadership, on one hand it'll piss them off to not have a local leader who knows how the community works and what it needs, on the other hand we pass over the opportunity to reward some of our men for their loyalty and putting a loyal leader in charge. Overall I think having a local leader in change works better, their loyalty will be assured through our might and eventual good governance. If anons do vote to change leadership then I recommend the leader of one of our elite or professional units.

>Leave troops (Heavy Infantry, one unit of pikes and Crossbowmen.)

I thought about just leaving the Heavy Infantry and Crossbowmen, but remember, we are doing this at all in the first place because...

"Doing so will protect your eastern and western flanks. Warn you of any upcoming attacks, delay any upcoming attacks. You could also choose to overturn the terrain and make it even more defensive, something you cannot do around your town, due to the need of farmable land. This will allow you to have the decisive battle there, instead of fearing damage for your town."

...to quote the annex prompt given by the QM. So it behooves us to leave a strong garrison at each village to give us early warning and make sure the villagers don't try anything funny and to have enough men to work the terrain into defensive works.

>Give equipment

Yes, it is risky, but we are leaving a substantial garrison and we need the additional men to deal with the trading cities, if they betray us then we'll slaughter them given we have heavy infantry in close quarters against untrained light infantry. (it'll take too long to train them and we aren't giving them enough for them to be anything other than light infantry)

Also, I think my ID changed for some reason.
>>
>>5047223
>Your first conquest, hardly as impressive as you would’ve liked, but it is a conquest nonetheless.
100 victories in 100 battles is not supreme excellence, supreme excellence is breaking your opponents will without fighting.


>One needs to know when to be cruel and merciful, they surrendered and complied, so they deserve mercy. Do not extract tribute and keep the locals in power, with your armed men watching them of course.
Tribute can come later down the line, right now we need their co-operation as outer defenses. They're not happy with this arrangement, but see no alternative to it, benevolence is needed right now to keep them in line.

>Leave troops (which?)
>One unit of Pikemen
We can't leave too large of a garrison if we wish to be able to react to and repell a force that can come from either the East or the West. We need to have our core troops ready at Black Silk Bay to march, if we split our forces it will take too long to gather and march to the aid of either settlement as we need to recall troops from the one that isn't put under siege. Our Pikemen are professionals, and should the wall be breached they are in excellent terrain to use their pikes if makeshift barricades can be deployed in the village, which hopefully means they can hold until we arrive in force.

>Give equipment
Give them equipment to form one unit of Archers, to make good use of their walls and to support our Pikemen, with promises that if Tribute is paid we will provide more and better equipment for their milita (Enough equipment to form one unit of Medium Infantry, and then upgrading their Archers to Crossbowmen later down the line)

I assume with this Diplo-Vassalization we are automatically going to establish the warning system and have a few riders patrol the area to give us further warning of any enemy troop movements, yes?
>>
>>5047277

>I assume with this Diplo-Vassalization we are automatically going to establish the warning system and have a few riders patrol the area to give us further warning of any enemy troop movements, yes?

Yes.
>>
>>5047223
I'll switch to support >>5047277 on the condition that we extract tribute later. Like I said, choosing whether to extract tribute depends on whether this is a long term or short term decision. I'm fine with not getting taxes in the short term, but not with exempting them from taxes in the long term.
>>
>>5047277
>Support
>>
>>5047223
>Dead subjects are worthless subjects, but they need to learn that you rule over them. (Either extract tribute, change leadership or both.)
Tribute

>Leave troops (which?)
1 pikes and 1 crossbows

>Give equipment
Archers
>>
>>5047642

Supporting this. We need an injection of some gold right now.
>>
>>5047386
>on the condition that we extract tribute later
Well yes, that is what I said. Right now we don't need tribute, we need loyalty. A forced tribute is going to cause a ruckus and grumbling, which is why I suggested we make it a choice they can make for additional equipment instead of forcing it on them. If they chose to pay tribute instead of being forced too it will cause less resentment.
>>
A light touch will have to do for now. You decide not to extract any tribute, nor change the leadership, those matters can be addressed further down the line, right now, you‘d rather have a grumbling populace than an outright rebellious one.

To ensure safety and security of your new lands, you decide to leave behind some professionals, one of your pikemen formations. Not the best when it comes to fighting in confined spaces, but any breaches or main streets will become slaughtering grounds, should the foe be foolish enough to attack them.

For that matter, you also decide that half of the militiamen shall be trained in archery, to assist your pikemen. You also extend an offer to equip the other militia men in exchange for tribute, should the locals be willing, but no one takes you up on that offer.

With those matters now solved you need to decide what to do now.

>Forward march ! The western village will be ours before the month’s end ! (What troops?)

>Stay here for a while, as their new ruler you can try to ingratiate yourself to them by acting as a judge of the local disputes. (You can still send forces to the west, as long as you yourself do not go.)

>Return to Black Silk Bay, others can deal with the local matters. (You can still send forces to the west, as long as you yourself do not go.)
>>
>>5048005
>>Stay here for a while, as their new ruler you can try to ingratiate yourself to them by acting as a judge of the local disputes. (You can still send forces to the west, as long as you yourself do not go.)

Dispatch 1 pike, 1 xbows, 1 heavy infantry to subdue the other village
>>
>>5048005
>>Stay here for a while, as their new ruler you can try to ingratiate yourself to them by acting as a judge of the local disputes. (Send all our forces currently in our detachment except the garrison pikemen and our unit of heavy infantry back to Black Silk Bay where they will pick up either the Marines or our professional heavy infantry before leaving to annex the west village under the command of our Knight, they are to leave a garrison unit there and if possible are to take the village peaceably like we did in the east and are to offer similar terms as we did in the east such as no tribute or leadership change for now. The heavy infantry unit staying with us is just temporarily with us to escort us once we decide to return back to our main town and to potentially deal with any immediate rebellion in the aftermath of our annexation since our pikemen aren't great in close quarters.)
>>
>>5048005
>>Forward march ! The western village will be ours before the month’s end ! (What troops?)
>>
>>5048005
>Forward march ! The western village will be ours before the month’s end ! (What troops?) All of our current troops
>>
>>5048005
>Forward march ! The western village will be ours before the month’s end ! (Every unit except for the Pikemen designated as Garrison)
Getting involved in local disputes is bound to cause trouble. I think we should give them domestic political autonomy, only stepping in to solve any disputes if we're called upon by the village to do so. As long as there are no attempts to challenge our rule and they respect and treat our soldiers well they can go about their business as usual.
>>
Marching it is, I assume try to pull same shit as previously ? In that case 1d100 best of 3
>>
Rolled 38 (1d100)

>>5048962
If it works, don't change it. Unless an anon comes up with a better plan.
>>
Rolled 40 (1d100)

>>5048962
>I assume try to pull same shit as previously?
Yes. If it affects the diplomacy roll it would be prudent for us to also mention that the Eastern Village has seen the wisdom in this proposal and accepted it.
>>
Rolled 62 (1d100)

>>5048962
>>
6 days later you reach the western village, you expected them to fold just as easily as the Eastern village, however, you are shocked to see a new banner flying above the village, the banner of Richting, flying above the village’s walls.

As expected, your messengers are rebuked and sent back to you empty-handed.

Now comes the dragon hoard’s question, so far, you have only seen the 200 militiamen atop the city walls. Of course, they could be hiding more troops, waiting to ambush you the moment you are out of position. On the other hand, this could be a ruse, it is entirely possible that there is no army and they are waiting for its arrival. Most cunning of all, it could all be a lie, Richting could vey well be completely unaware of what is happening here, and the local villagers have simply thrown up this banner to scare you away.

>I cannot risk it, if they have ambushers or not doesn’t matter, attacking now will most likely see Richting mobilizing against me.

>Patience is a virtue after all, and you have plenty of it. (Wait for how long?)

>They truly must think me a fool, a coward or both, if they believe that this will stop me. Attack !
>>
>>5049730
>>Patience is a virtue after all, and you have plenty of it. (Wait for how long?)
1 day, fake a retreat at the arrival of night then attack at dawn. Get our soldiers and us, as much sleep as possible.
>>
>>5049730
>>They truly must think me a fool, a coward or both, if they believe that this will stop me. Attack !
It's a bluff. Advance close enough with siege weapons and they'll throw the white flags
>>
>>5049805
Supporting
>>
>>5049805
>>5049730
+1, but would suggest we wait longer than just one day. Three seems enough to set in the scare and might force out a diplomat. Also leaving at night seems quite suspicious, leaving at dawn instead and waiting for nightfall if we don't get any diplomatic offers would make for a better feint.
>>
>>5049730
>They truly must think me a fool, a coward or both, if they believe that this will stop me. Attack !
>>
>>5049730
Supporting >>5049967
>>
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You set camp and begin to wait, unsure whether the banner is truthful or not, regardless, you forced the locals to wall themselves in. However, you have not laid a proper siege, out of fears of being counter attacked from the rear, one of the greatest concerns to any army besieging a settlement.

As day turns to night and day again, you grow increasingly confident, the occasional probe that you launch is not met with any resistance by the locals, if nothing else, they have no ranged troops within the village. Your thinking turns positive as the second night descends. The local defenders have done nothing but sit and wait atop of the walls, glaring at your general direction, more likely than not, the locals will soon realize the futility of this “show of defiance” if you could term it as that.

At the dawn of the third day however, your optimistic hopes are shattered, as an army bearing the banners of Richting comes into view. The villagers, in their unparalleled wisdom, decided to invite home a bear to scare away the wolf, it seems.

>Storm the village, hope to overwhelm the walls before the army reaches you.

>Move full force against the army, beat them down and show the village who they should serve.

>Split your forces and try to storm the village and crush the army (How to split ?)

>Caution is better part of valour, you are outnumbered and not in defensive terrain, no one will fault you retreating here.


>None of these work, you have a better plan (write in?)

(Spear is light infantry, axes are medium, bows are bowmen.)
>>
>>5050891
>Caution is better part of valour, you are outnumbered and not in defensive terrain, no one will fault you retreating here.

Had we even one more unit with us, or had we begun the attack earlier so the village was ours, I would be fine fighting this army. However, I do not think the limited qualitative advantage we possess with us having heavy infantry and a couple of experienced units is enough to overcome 5 units, especially 3 medium ones, 2 bows, plus the light infantry that could attack our rear once we engage this force.

One thing I am confident in saying is that I feel no sympathy for the villagers, they wouldn't have been able to know we were intent on annexing them ahead of time, given that the other village wouldn't have gotten ahead of us to warn the other village given that they have no horses, so they must have already invited Richting. If anything, they betrayed us. Once we take this village we should offer no mercies like allowing them to keep their leadership or get away with offering no tribute.
>>
>>5050891
>>Caution is better part of valour, you are outnumbered and not in defensive terrain, no one will fault you retreating here.
Well I believe we should attack and you guys didn't see it. Now retreat is the only sensible option until we can bring a larger force.
>>
>>5050891
>Move full force against the army, beat them down and show the village who they should serve.
>>
>>5050891
>Caution is better part of valour, you are outnumbered and not in defensive terrain, no one will fault you retreating here.
>>
>>5050891
>Caution is better part of valour, you are outnumbered and not in defensive terrain, no one will fault you retreating here.
Had we the other unit of Heavy Infantry with us I would be confident we could crush this, but unfortunately they outnumber us and can flank us with that extra infantry.

On the plus side, we could maybe use this to our advantage diplomatically against the eastern village to legitimize our status as their protectors. We said the trade cities were coming to subjugate them, and now they have.

When we return back to Black Silk Bay maybe we should travel out east again with our Engineer, the fresh unit of Heavy Infantry and a labor force of (1) Pop to fortify the Eastern Village further?
>>
>>5051536
I'm more worried that they may make an immediate move on our main village, but we should probably reinforce the other village to some degree, or just focus on one side entirely and use the other village as an economy of force effort while we deal with one side until we can secure both villages.
>>
>>5051598
That's a concern, yes. However I feel our main village is significantly more fortified than these fishing villages, what with the double layer of walls and the higher quality of our troops present. If their army consists of only these Medium Infantry and Archers, they won't constitute much of a threat even if they bring along the men from the fishing village.

>but we should probably reinforce the other village to some degree
My thoughts are that we need to ensure the Eastern Village (fuck, we need to name that too, just calling it Eastern Village is getting grating) has a self-sustaining garrison (two of our own units and two militia units will hopefully suffice) so that it will require minimum attention from our side so we can focus on either defeating Richting's standing army, or wait until Aletburg lays siege to the Eastern Village and force a decisive battle there and then turn west and secure that village before they can recover. Fortifying the Eastern Village further will help in both circumstances, buying us more time to respond in the case of a siege or just making it too much of a hassle for Aletburg to siege it in the first place.

The spookiest scenario is if Aletburg chooses to completely bypass the Eastern Village (if they've sent troops at all) and instead march them around to the West to link up with Richting. That's the worst case scenario as we probably won't have the troops to win that engagement. We should see about increasing patrols to ensure no one can sneak past us like that.

We have 2 Wealth, 3 Military (Gave away 1 unit to train Archer Militia) and 2 Pop left so we still have room to grow our Military, which will probably be needed if we want to even out troop numbers while also maintaining a garrison.
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>>5051623
>(fuck, we need to name that too, just calling it Eastern Village is getting grating)
Name it after ourselves and send them a nice portrait for their wisdom and loyalty.
>>
>>5051623
It'll probably be too late by the time the decisive moment comes, but we should probably send another messenger to Pyotr to let him know the distribution of forces attacking us. Let him make up his own mind on whether to guard his our turf, come help us, or exploit the enemy being on the offensive against us to attack their own territory. So far the enemy threat is manageable, I'm just worried about follow-on forces. It is too inconvenient for Pyotr to come here every time one of the trading cities probes us considering it is a week's travel

Otherwise, I generally agree with you.
>>
You begin an orderly pull back; you cannot gamble upon uncertain odds.

Returning to Black Silk Bay, you set about your routine for a couple more days, simply managing the fallout of your semi-successful conquest.

Pyotr’s caravan once more arrives, carrying goods and giving you your cut (+2 Military).

With the Eastern Village subjugated, your share in their pearl trade offsets the loss of the Western village. (+2 Wealth).

Tolls once more exact a tidy sum (+1 Wealth).

The stables have been completed, your horses will be taken care of come winter or foul weather.

PROJECTS:

>With the trade road finished, the castillo has become more readily accessible, you will have to send your engineer with skilled help to figure out what needed repairing, replacing or just outright remaking. The time, cost and manpower necessary for such a project will be intense, you will also require good quality stone for the reconstruction, stone which requires quarries. Quarries that you do not yet possess.

>Sea Fort – The construction will take 3 months’ time and cost 12 Wealth as well as 2 Population. An expensive and time-consuming project, but your engineer suggests the creation of sea forts and the fortification of the bay, with trade surging, lack of proper defences will most definitely attract pirates or envious competitors. But proper forts, with trained crews and cannons, will make the port unassailable.

>Expand the manor – The construction will take 2 weeks and cost 2 wealth. With your status growing, so should your home, it is nothing more than a larger hut, Pyotr’s armour is probably worth more than everything you have inside and the house itself combined. This cannot stand, a Princess must have a palace. (Add another floor, make the walls out of stone, add some nice carpeting, it will be equal to a fancy town house, but better than the large hut it currently is.)

>Fortify the Eastern Village – The construction will take about 1 month and cost 3 Wealth and 3 Military. Trenchlines, dugouts, extra walls, traps. All of these will make moving through the area and trying to take the village a headache and a half to anyone foolish enough to try it.

>(Write in?)

RECRUITS:
>>5022262
>>5022264
>>
>>5052322

DIPLOMACY:

>With another settlement under your banner, an issue has come up. An issue about the banner, you have none. Maybe time has come for one ? A symbol to both unite your people and strike fear into your enemies hearths. (Write in. If no one does the write in, or it does not get majority vote, I will present a pre-set of options.)

>With you conquering the Eastern Village, you became their new Princess, perhaps giving it a better name than, “the village eastwards” would be prudent. (Write in. If no one does the write in, or it does not get majority vote, I will present a pre-set of options.)

>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.

>Diplomacy has worked before, maybe it will now. Send a messenger to Richting demanding to know the meaning behind their action at the Western Village.

>(Write in?)

SPECIAL:

>The Araby merchant will soon depart your lands, this will be your last chance to meet with him, for neither he nor you know when his journeys will bring him back to your shores. >>5045243
YOUR STATS:
Military 4 (Used for military actions, supplies and the like) (1 Military = 1 Wealth)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 5 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 2 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
1 unit of professional pikemen
1 unit of heavy infantry
1 unit of professional heavy infantry
1 unit of elite crossbowmen
1 unit of marines
Knight Champion

Forces otherwhere:
Garrisoned in the Eastern village:
1 unit of professional pikemen
1 unit of bowmen (Locals)
1 Unit of damaged light infantry (Locals)
>>
>>5052324
>Fortify the Eastern Village – The construction will take about 1 month and cost 3 Wealth and 3 Military. Trenchlines, dugouts, extra walls, traps. All of these will make moving through the area and trying to take the village a headache and a half to anyone foolish enough to try it.
Build some watch towers along the road to warn an invasion too if possible

>With you conquering the Eastern Village, you became their new Princess, perhaps giving it a better name than, “the village eastwards” would be prudent. (Write in. If no one does the write in, or it does not get majority vote, I will present a pre-set of options.)
Flavianapolis

>The Araby merchant will soon depart your lands, this will be your last chance to meet with him, for neither he nor you know when his journeys will bring him back to your shore
Can we take a debt, barter or pay in installments? I want that book REEEEEEEEEE

>Recruit 1 unit of bowmen

I'll think of a banner later.
>>
>>5052466

You can sell military equipment while the merchants that deal with Pyotr are still there, that is why I wrote down (1 Military = 1 Wealth).
>>
>>5052482
Thanks. I'll put forward and vote for alternative plan then, one I do not expect anyone else to vote for lol.

>Convert 3 military to 3 wealth

> Buy A strange book – This strange leather bound text has a complicated golden seal upon it, but it appears to be expertly made and resistant to the sands of time. (RARE BOOK) (Cost 8 Wealth)

>With you conquering the Eastern Village, you became their new Princess, perhaps giving it a better name than, “the village eastwards” would be prudent. (Write in. If no one does the write in, or it does not get majority vote, I will present a pre-set of options.)
Flavianapolis

>(Write in) Send emissaries to more lords and powers in this area. Surely some of them must have a past grudge with Richting they would be eager to avenge. Even if none of them do, they could still be potential future trading and military partners.

Did the letter to that friend of our father ever arrive or is the messenger kill?
>>
>>5052324
>Fortify the Eastern Village – The construction will take about 1 month and cost 3 Wealth and 3 Military. Trenchlines, dugouts, extra walls, traps. All of these will make moving through the area and trying to take the village a headache and a half to anyone foolish enough to try it.

>Recruit Light Cavalry

>With you conquering the Eastern Village, you became their new Princess, perhaps giving it a better name than, “the village eastwards” would be prudent. (Eastwarden)

Learning some magic tricks isn't worth the money that could be spent better elsewhere in our situation. If I remember correctly, the character option that had the option to know magic during character creation only knew a few magic tricks, not army busting spells, consider that that would've been the equivalent of our "genius tactician" bonus for character generation. There is no way we are gonna learn any amount of useful magic in any relevant timeframe considering we are completely untrained.

I want the light cav to chase down the enemy force and completely annihilate them once we rout them, but I'd be fine with archers or pikemen too. That way we'd have a pair of pikemen for the center of our formation again, or archers to garrison our main village with our marines while we are away at the western village, and they could make good use of the walls.

I also don't want to name the eastern village after us because why the fuck would we name some random podunk village after ourselves? We should name a grand city or noteworthy site after ourselves, not some hinterland village that fuels our main settlement.
>>
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>>5052324
>Fortify the Eastern Village – The construction will take about 1 month and cost 3 Wealth and 3 Military. Trenchlines, dugouts, extra walls, traps. All of these will make moving through the area and trying to take the village a headache and a half to anyone foolish enough to try it.

>With another settlement under your banner, an issue has come up. An issue about the banner, you have none. Maybe time has come for one ? A symbol to both unite your people and strike fear into your enemies hearths.
While I am an artistic brainlet, we can absolutely cheese this by 'appropriating' a style from Italian history. I suggest the central emblem of the flag of the Unified Kingdom of Italy, as really like it and thinks it looks nice.

>With you conquering the Eastern Village, you became their new Princess, perhaps giving it a better name than, “the village eastwards” would be prudent. (Eastwarden)
Naming the village after ourselves is way to on the nose and wouldn't go over well with the locals.

>Recruit 1 Unit of Archers
We are stacked fairly heavily towards melee units, adding more ranged units is neccessary to supress enemy ranged units and walls during sieges.

>>5052690
>the character option that had the option to know magic during character creation only knew a few magic tricks, not army busting spells
True, Magic as used in the Old World takes decades to reach complete mastery in, but the Magic of Araby is different. Because Araby is far away from the North pole, the Winds of Magic are incredibly weak to the point where traditional magic is almost impossible to practice there. Instead Arabain magicians use their magics to capture and enslave magical creatures, such as Djinns and Genies, and to then call upon the captured spirits magic instead of their own. If this book is magic related, it is most likely related to this 'Lore of Djinns'.

It could also just straight up be a Tome of Necromany as well, which could be real bad for us if we want to remain mortal or real good for us if we want to try and turn ourselves into a Vampire Queen.
>>
>>5052324
>>5052805
I'll switch my recruitment choice to archers then. I also concur with the banner choice.
>>
>>5052324
>With another settlement under your banner, an issue has come up. An issue about the banner, you have none. Maybe time has come for one ? A symbol to both unite your people and strike fear into your enemies hearths.

if there is time for today, i might make something.

>Fortify the Eastern Village – The construction will take about 1 month and cost 3 Wealth and 3 Military. Trenchlines, dugouts, extra walls, traps. All of these will make moving through the area and trying to take the village a headache and a half to anyone foolish enough to try it.

>Recruit Light Cavalry

>With you conquering the Eastern Village, you became their new Princess, perhaps giving it a better name than, “the village eastwards” would be prudent. (Write in. If no one does the write in, or it does not get majority vote, I will present a pre-set of options.)
Flavianapolis

>(Write in) Send emissaries to more lords and powers in this area. Surely some of them must have a past grudge with Richting they would be eager to avenge. Even if none of them do, they could still be potential future trading and military partners.
>>
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>>5052502
My CoA suggestion
>>
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I also like how Florence's looked
>>
Alright, so far, reinforce the village, get archers and send diplomats everywhere you can in the surrounding area for more potential allies.

Name of the village (Vote which)
>Eastwarden
>Flavianapolis

Flags (Vote which)
>>5052805
>>5053117
>>5053120


PROJECTS:

>With the trade road finished, the castillo has become more readily accessible, you will have to send your engineer with skilled help to figure out what needed repairing, replacing or just outright remaking. The time, cost and manpower necessary for such a project will be intense, you will also require good quality stone for the reconstruction, stone which requires quarries. Quarries that you do not yet possess.

>Sea Fort – The construction will take 3 months’ time and cost 12 Wealth as well as 2 Population. An expensive and time-consuming project, but your engineer suggests the creation of sea forts and the fortification of the bay, with trade surging, lack of proper defences will most definitely attract pirates or envious competitors. But proper forts, with trained crews and cannons, will make the port unassailable.

>Expand the manor – The construction will take 2 weeks and cost 2 wealth. With your status growing, so should your home, it is nothing more than a larger hut, Pyotr’s armour is probably worth more than everything you have inside and the house itself combined. This cannot stand, a Princess must have a palace. (Add another floor, make the walls out of stone, add some nice carpeting, it will be equal to a fancy town house, but better than the large hut it currently is.)

>(Write in?)

RECRUITS:
>>5022262
>>5022264

DIPLOMACY:

>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.

>Diplomacy has worked before, maybe it will now. Send a messenger to Richting demanding to know the meaning behind their action at the Western Village.

>(Write in?)

EVENT:
A ragged, half-dead looking man manages to stumble into your meeting room, at first you wonder why your guards allowed this beggar inside, but you soon recognize him. The messenger you sent to your father’s old friend.
He tells you a tale of horror and death. A vast horde of the undead has completely annihilated Lord Rudel’s settlement and ravaged the surrounding countryside. Your messenger has struggled all this while to drag himself out of that vast hell on earth. Worst still, he says the horde is spreading across the Borderlands. They flow from the mountains, so if the horde is not stopped, it will take months for it to reach you, but it will reach you.

>Send this news far and wide, you cannot be bother by petty struggles when everyone’s existence is at stake.

>Silence the messenger, you cannot allow the panic to spread

>(Write in?)

One of the worst possible events I could have rolled anons, have fun.
>>
>>5053724
how many resources do we have this turn?
>>
>>5053724
>Eastwarden

>>5053120
This flag.

>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.

Maybe we could have half the plains villages be his and half be ours if he is willing to sell or give us the stone we need to repair the castillo and then we'll pay for the actual labour and work of repairing it, then perhaps we can have joint control of the castilo.

>Send this news far and wide, you cannot be bother by petty struggles when everyone’s existence is at stake.

People need to know and get together an organized response. We are relatively far away from this it seems, if the other princes can get together an response, then they can bear the burden of this threat ravaging their land and weakening them for us while also either dealing with it themselves or making it weak enough that by the time we deal with the trading cities we'll be strong and organized enough to finish it off ourselves.

Waiting until this is an apocalyptic threat will only make panic worse when the threat it to large to deal with and it is on our doorstep before we know it.
>>
Wonder if the undead have a navy? We could just load our ships until the undead horde passes by and then take over someplace they sacked.
>>
>>5053724
>Eastwarden

>>5053120
Looks good

>Expand the manor – The construction will take 2 weeks and cost 2 wealth. With your status growing, so should your home, it is nothing more than a larger hut, Pyotr’s armour is probably worth more than everything you have inside and the house itself combined. This cannot stand, a Princess must have a palace. (Add another floor, make the walls out of stone, add some nice carpeting, it will be equal to a fancy town house, but better than the large hut it currently is.)

>Send this news far and wide, you cannot be bother by petty struggles when everyone’s existence is at stake.
>>
>>5053724
>Name of the village (Vote which)
>Eastwarden

>>5053120
Goddamn if the Florentine emblem doesn't look fucking sick, I'll back it.

>Send this news far and wide, you cannot be bother by petty struggles when everyone’s existence is at stake.

Goddamn this messenger is an absolute gigachad, straight up escaping the armies of the undead to return and warn us of their approach. This man needs a reward for his unquestionable loyalty.

We should personally only organize and march on the side of Prince Pyotr, but the rest of the Borderlands need to know about this threat. First we send word to Pyotr and Baron Caino, whom we have at least Cordial relations with, and from there they can continue to spread the word. Perhaps it would be prudent to also warn the Dwarves, if I remember the lore right they hate the Undead almost as much as they hate the Skaven and the Greenskins, and having a Dwarven Throng marching with us would be a great boon to our fighting capability.
>>
>>5053731
Shit, my bad.

The pearl trade is going strong (+2 Wealth)

The tolls continue to bring profit (+1 Wealth)

Your log trade is lagging behind, due to the fact that just as the second wall is finished, material is transported to The Eastern Village to fortify it further.

YOUR STATS:
Military 0 (Used for military actions, supplies and the like) (1 Military = 1 Wealth)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 4 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 1 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
1 unit of professional pikemen
1 unit of heavy infantry
1 unit of professional heavy infantry
1 unit of elite crossbowmen
1 unit of archers
1 unit of marines
Knight Champion

Forces otherwhere:
Garrisoned in the Eastern village:
1 unit of professional pikemen
1 unit of bowmen (Locals)
1 Unit of damaged light infantry (Locals)
>>
>>5053782
I guess add...

>Expand the manor – The construction will take 2 weeks and cost 2 wealth. With your status growing, so should your home, it is nothing more than a larger hut, Pyotr’s armour is probably worth more than everything you have inside and the house itself combined. This cannot stand, a Princess must have a palace. (Add another floor, make the walls out of stone, add some nice carpeting, it will be equal to a fancy town house, but better than the large hut it currently is.)

...to my vote.
>>
>>5053120
Voting for this banner then

>>5053724
>Flavianapolis

>Expand the manor – The construction will take 2 weeks and cost 2 wealth. With your status growing, so should your home, it is nothing more than a larger hut, Pyotr’s armour is probably worth more than everything you have inside and the house itself combined. This cannot stand, a Princess must have a palace. (Add another floor, make the walls out of stone, add some nice carpeting, it will be equal to a fancy town house, but better than the large hut it currently is.)
Commission a portrait too! It's not a palace until there is a large portrait of yourself hanging

>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.

>(Write in) Send emissaries to more lords and powers in this area. Surely some of them must have a past grudge with Richting they would be eager to avenge. Even if none of them do, they could still be potential future trading and military partners.

>Send this news far and wide, you cannot be bother by petty struggles when everyone’s existence is at stake.
>>
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I found a nice resource cache of WF maps here
http://gitzmansgallery.com/warhammer-maps.html
>>
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>>5053854
>>
>>5053851
>>(Write in) Send emissaries to more lords and powers in this area. Surely some of them must have a past grudge with Richting they would be eager to avenge. Even if none of them do, they could still be potential future trading and military partners.

You've already done that.

>>5053854
Thanks for that, will save me the trouble of thinking up fitting settlement names. Though Matorea is now Richting and Somjek is not Aletburg.
>>
>>5053884
>You've already done that.
Alright then new write in

>Seek out more heroes and notables to expand our court and influence
>>
>>5053724
Name of the village (Vote which)
>Eastwarden

Flavianapolis is not really a fitting name for a irrelevant village in our domain.

Flags (vote which)
>>5053120

>Expand the manor

We should also recruit light cavalry for scouting/patrol purposes when we have the military stats for it.

>Send this news far and wide, you cannot be bother by petty struggles when everyone’s existence is at stake.

>(Write in?)
Send word to the holy orders of myrmidia (if there are any we know of nearby) that foul undead hordes are invading and request that they send aid to a pious flock of Myrmidias followers.

BTW Did the messenger to the Myrmidian church(Cult?) for fetching a priest (>>5032496) ever return? Or is he kill?

If a priest does arrive we should invest in the shrine/temple that we have so we can attract one of the orders to establish a chapterhouse in our city.
>>
>>5054088

The messenger has not returned, nor have you received word.

The journey onwards and backwards will take months, so there is nothing unusual.
>>
>>5053724
Name of the village
>Eastwarden

>Expand the manor – The construction will take 2 weeks and cost 2 wealth. With your status growing, so should your home, it is nothing more than a larger hut, Pyotr’s armour is probably worth more than everything you have inside and the house itself combined. This cannot stand, a Princess must have a palace. (Add another floor, make the walls out of stone, add some nice carpeting, it will be equal to a fancy town house, but better than the large hut it currently is.)

>Seek out more heroes and notables to expand our court and influence

>Send this news far and wide, you cannot be bother by petty struggles when everyone’s existence is at stake.
Make sure the Dwarves know. No one loves fighting the undead as much as they do. What's the worst possible event though? Chaos incarnate invasion? Premature end times? Which brings me to the question, what year are we in now?

We'll also need a new thread soon as we're on page 10.
>>
>>5053724
Name of the village (Vote which)
>Eastwarden
Flags (Vote which)
>>5053120
PROJECTS:
>Save up funds for projects in the future
RECRUITS:
>let our population grow more before we recruit anymore soldiers
DIPLOMACY:
No shure what so I'll leave it to other anons
EVENT:
>Send this news far and wide, you cannot be bother by petty struggles when everyone’s existence is at stake.
>ask the messenger for clarification on the location the horde originated from
Also
>>5054221 idea to
>notify the dwarves about the undead horde
>>
You take the words of the messenger to heart, word will be sent far and wide, petty conflicts will have to be set aside, at least for the moment.

Still, this crisis cannot draw away your attention from the truly important things, like a more comfortable manor. Even when facing death and the harshness, why should you face it uncomfortably ?

After that is finished, you set about another important task necessary for any proper civilized state. A banner, after racking your brain for a couple of days, you think you came up with a proper design. >>5053120

You decide that a proper name is needed for your newest acquisition – Eastwarden. It has a nice ring to it.

The envoys you deployed for the task of finding Richting’s rivals have returned:

Khypris, a town further up river, is as strong as Richting, in fact, the settlement itself is larger and grander than that of Richting, were it not for the fact that most of it has collapsed due to neglect. The weakened city appears to be far more concerned about maintaining itself over and aggressive outside campaigns. They will most likely stay neutral in any upcoming conflict, though your envoy does remark, that if given the opportunity, it is possible that they may swoop in and take Richting for themselves should they see the possibility to do so.

Nynda, a smaller town closer to Richting has had a pretty bad relationship with it. Nynda’s primary strength comes from its mounted forces, with very few foot troops. Nynda has been raiding Richting’s lands for years. They would be willing to assist you in the taking of the town. The envoy however cautions you that they wish to sack Richting, and it is a question of when, not of if, they will start to raid the surrounding lands again, this time ruled by you.

Eastwarden’s pearl trade. (+2 Wealth).

Tolls once more exact a tidy sum (+1 Wealth).
>>
PROJECTS:

>With the trade road finished, the castillo has become more readily accessible, you will have to send your engineer with skilled help to figure out what needed repairing, replacing or just outright remaking. The time, cost and manpower necessary for such a project will be intense, you will also require good quality stone for the reconstruction, stone which requires quarries. Quarries that you do not yet possess.

>Sea Fort – The construction will take 3 months’ time and cost 12 Wealth as well as 2 Population. An expensive and time-consuming project, but your engineer suggests the creation of sea forts and the fortification of the bay, with trade surging, lack of proper defences will most definitely attract pirates or envious competitors. But proper forts, with trained crews and cannons, will make the port unassailable.

>Barracks and an armoury – The construction will take 1 month and cost 4 wealth and 2 military. With your army ever growing, the need for proper facilities is becoming ever apparent. Your soldiers currently go home with their arms and armour to rest. It is fine and all, but standards are slowly beginning to slip. (Will passively give xp to soldiers stationed in Black Silk Bay, training them up to “Professional” standard.)

>(Write in?)

RECRUITS:
>>5022262
>>5022264

DIPLOMACY:

>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.

>Diplomacy has worked before, maybe it will now. Send a messenger to Richting demanding to know the meaning behind their action at the Western Village.

>Time to contact Nynda, maybe a deal could be struck ?

>Though Khypris is neutral, a personal visit may convince them of your cause.

>(Write in?)

SPECIAL:

>Your people as a whole are now stable and established. If you wish for it, beginning taxation is not reasonable and more or less expected. (Taxes(pick one) = High/Medium/Low/None)

>With your town growing, a few merchants have emerged within your lands. To thanks you for your excellent rulership, they have gathered together to present you a gift, alongside a request to be granted permission to form a guild of their own. (Accept/Decline)
>>
YOUR STATS:
Military 0 (Used for military actions, supplies and the like) (1 Military = 1 Wealth)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 2 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 1 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
1 unit of professional pikemen
1 unit of heavy infantry
1 unit of professional heavy infantry
1 unit of elite crossbowmen
1 unit of archers
1 unit of marines
Knight Champion

Forces otherwhere:
Garrisoned in the Eastern village:
1 unit of professional pikemen
1 unit of bowmen (Locals)
1 Unit of damaged light infantry (Locals)
>>
>>5054483
bank wealth if possible
DIPLOMACY:

>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.

>Your people as a whole are now stable and established. If you wish for it, beginning taxation is not reasonable and more or less expected none yet, we need to deal with the undead first and foremost
>>
>>5054485
Shouldn’t our wealth be 5? +3 from our income and -2 from expanding the manor

>Diplomacy has worked before, maybe it will now. Send a messenger to Richting demanding to know the meaning behind their action at the Western Village.

>Though Khypris is neutral, a personal visit may convince them of your cause.

>Your people as a whole are now stable and established. If you wish for it, beginning taxation is not reasonable and more or less expected. (Taxes(pick one) = High/Medium/Low/None)
High for now but promise it will be reduced when the undead threat is over.

>With your town growing, a few merchants have emerged within your lands. To thanks you for your excellent rulership, they have gathered together to present you a gift, alongside a request to be granted permission to form a guild of their own. (Accept/Decline)
Accept. We are Tileans after all.
>>
>>5054485

Wealth 5 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)

>>5054562
Yup, my bad, seems I mixed something up somewhere.
>>
>>5054483
>Convert 1 wealth to 1 Military

>Recruit Light Cavalry

>Though Khypris is neutral, a personal visit may convince them of your cause.
Khypris seems to be the most pliable temporary "ally"

>Your people as a whole are now stable and established. If you wish for it, beginning taxation is not reasonable and more or less expected. (Taxes(pick one) = High/Medium/Low/None)
Medium

>With your town growing, a few merchants have emerged within your lands. To thanks you for your excellent rulership, they have gathered together to present you a gift, alongside a request to be granted permission to form a guild of their own. (Accept/Decline)
Accept
>>
>>5054709
>>Convert 1 wealth to 1 Military
Should clarify that you can only do that when Pyotr's caravan arrives and the merchants that deal with militray supplies are present.
>>
>>5054483
Supporting >>5054709
>>
>>5054720
>>5054723
Ah, well, too bad. I still support the other choices in this vote.
>>
>>5054720
Too bad. Remove that part and add my previous write in if it was not done before.
>Seek out more heroes and notables to expand our court and influence
>>
>>5054483
>>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.


>Your people as a whole are now stable and established. If you wish for it, beginning taxation is not reasonable and more or less expected.
Medium

>With your town growing, a few merchants have emerged within your lands. To thanks you for your excellent rulership, they have gathered together to present you a gift, alongside a request to be granted permission to form a guild of their own.

Accept
>>
>>5054483
>(Write in?)
Expand the Temple of Myrmidia to include an almhouse with a soup kitchen for the poor and downtrodden (how much would that cost? 1 wealth?)
Now that we're taxing them, showing the people our generosity is important.


>You should consult with Pyotr about his sphere of influence when it comes to the plain’s settlements. With your newfound relationship, making a deal should be easier.

>Time to contact Nynda, maybe a deal could be struck ?
Their forces complement ours, so it seems like a good idea. If we don't want to go into open conflict with Richting, We could just start providing them with arms to raise more infantry and encourage them to ramp up the conflict. (we could also provide them with more horses, for a good price)

>(Write in?)
Send an envoy to Khypris inquiring about trade relations, if the city has fallen on hard times, they might be willing to give us a good deal. And also so we know what resources they have.

Question, how big is Richting? Is it a town/city that we would be able to hold/control? If it's as big or bigger than us, then I think we should just sack it and take it's wealth (and any warships and trading vessels) for ourselves. Retaining control might strech our forces too thin, especially with the hordes coming.

>Your people as a whole are now stable and established. If you wish for it, beginning taxation is not reasonable and more or less expected.
Medium, once the horde threat is more noticable, it'll be easier to jack-up taxes to high, and keep them high for rebuilding afterwards.

>With your town growing, a few merchants have emerged within your lands. To thanks you for your excellent rulership, they have gathered together to present you a gift, alongside a request to be granted permission to form a guild of their own.
Accept
>>
>>5055038
Supporting
>>
>>5055038

Richting and Altberg have between 7,000 to 10,000 people.

Also, medium taxes, accepting the merchant deal and deal with Pyotr.

Writing
>>
The news and laws on taxation are quickly spread across Black Silk Bay, the criers informing people of their new obligations. Naturally, no one likes taxes, but they also know that those taxes keep them safe. On the other hand, even though it makes sense, attracting settlers will be a bit more difficult with taxation looming shortly on the horizon.

After accepting the deal with the merchants your treasury is quite overflowing. You are even a bit shocked how much the merchants were willing to “gift” for the sake of their new guild. Tilean blood runs deep in their veins, even if most of them are not Tilean (+4 Wealth).

You also decide that you should visit Pyotr and clearly divide your sphere of influence. Deciding to tag along with his caravan once it arrives. After all, Trogda has yet to be visited by you, knowing the home of your fiancée is in good taste.

Pearl Trade (+2 Wealth)
Tolls (+1 Wealth)
The new taxes coming in from your populace (+4 Wealth)
Pyotr’s caravan (+2 Military)

>You think that maybe preparing some gifts might be worthwhile, if not for your fiancée, then for the people under him. (What ? How much ?) Though you do not have to if you do not desire to do so.

>A bodyguard is a must, both personal and formation bound. (What ?)

>Sod this thing, I have better things to do. (Cancel the visit, you can decide to go to another location.)

YOUR STATS:
Military 2 (Used for military actions, supplies and the like) (1 Military = 1 Wealth)
Loyalty 4 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 16 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 1 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
1 unit of professional pikemen
1 unit of heavy infantry
1 unit of professional heavy infantry
1 unit of elite crossbowmen
1 unit of archers
1 unit of marines
Knight Champion

Forces otherwhere:
Garrisoned in the Eastern village:
1 unit of professional pikemen
1 unit of bowmen (Locals)
1 Unit of damaged light infantry (Locals)
>>
>>5056378
>The professional heavy infantry unit, the archer unit, our Knight Champion, and our marines to function as light infantry in the forests we have to pass through.

>Pearls, the 2 Wealth's worth we just received. If the merchants who set up shop in our town have any exceptional weapons that seem superior to those that Pyotr makes or have some relevant books on Tilean culture or poetry that we could buy and bring along then that would be cool, since we'll be mixing cultures as well as bloodlines once our realms and bodies combine, perhaps a book that would allow a kislevite to translate or read tilean, just in case Pyotr cannot read the books we may or may not end up buying for him.
>>
>>5056378
>You think that maybe preparing some gifts might be worthwhile, if not for your fiancée, then for the people under him. (What ? How much ?) Though you do not have to if you do not desire to do so.
Agree with pearls or accessories. We don't really have weapons or items that can match the quality he already has. I'd also add a gift to remind him of ourself, like a medallion or necklace with our picture inside.

>A bodyguard is a must, both personal and formation bound. (What ?)
1 professional heavies, 1 archers, and the knight champion
>>
>>5055038
I like the soup kitchen
>>
>>5056378
supporting >>5056506
>>
You order some of the finer pearls to be gathered and prepared for the journey. The sort of pearls that would look well as decorations for arms and armour, a tendency that Pyotr has shown, is to ensure that all realize both his industrial and material might. (Worth 4 Wealth)

Gathering a humble bodyguard, the heavy infantrymen gifted to you by Pyotr, archers, and of course your champion. You set out and begin the journey to Pyotr’s lands

For the first time you travel down the trade road, remembering the exhausting, perilous journey you had the first time moving to meet Pyotr. The occasional passerby, gives you hope that there is still hope for these lands to become a shining beacon of civilization, those hopes are somewhat doused by the tiny gangs of orks or beastmen, that you swiftly dispatch, reminding you that there is still much, much work needed to truly passive the frontier. The sight of your banner, fluttering over toll booths, closer to fortified houses than booths, shows that you have made this war-torn place a little safer, a bit more orderly.

Continuing your travels, after about a week’s march you reach Trogda. A larger settlement than your own by a degree. Reportedly housing about 2,000 souls, though that is only an estimate, unless of course Pyotr willingly shares his census data, if he even bothered to do one.

Trogda itself has large, sturdy stone walls, black threatening cannons gleam from the shine of the Sun atop of the walls. These appear to be light guns, but more than enough to scare off most Princes and creatures of the Borderlands. The blue bear banners are flying high atop of large towers, maybe around 10 meters tall, set in the corners of the walls, more cannons no doubt hidden there to ward off any invader. The terrain of the town however, clearly explains why such walls are needed. With Pyotr’s settlement being located in the plains, he like any others in the area, lack proper defensive terrain, though it seems the Prince has solved this issue, somewhat. The surrounding lands are full of dug out holes, only enough land left untouched to allow passage to and out of the town. And you can see carts, rails and cranes all around you, people shuffling in and out, carrying shovels and picks. It seems that Trogda was built right atop of a rich mineral vein.

Once you get through the gate, you are greeted by Prince Pyotr’s servants more than happy to escort you to the main keep, an offer you see no reason in refusing.
>>
>>5057107

Looking around the town itself, you see that most houses are made from simple wood with thatched roofs, still a few appear to be made out of proper stone, the largest reaching 2 stories high. Most of the people on the streets appear to be poorly dressed, with most of them covered in dried sweat and dirt, unsurprisingly most of the people appear to be employed in the town’s mining operations. A few people to catch your eye due to their fine dress, fine cloths and furs clearly distinguish them as managers, bureaucrats and merchants, the upper crust of Trogda, most likely the owners of the stone houses. This observation is thrown out swiftly however, as you do notice a few people walking around with bodyguards. Said people are not only wearing fine clothing, but precious gemstones, gold and silver are quite common to see on their person, still the most impressive part are the swords tied to their hips, though no blades are drawn, the finely decorated handles, crossguards and pummels distinguished them as nobles, hardly as impressive as those back in Tilea, but nobles nonetheless. Unsurprisingly, the guards patrolling the city appear to be mostly clad in heavy armour, with few clad in medium here and there.

The Keep of Trogda is a lot less impressive than the name implies, it is a building made out of stone, reaching 3 stories high, with the area around it being fortified and entrenched, a secondary wall surrounding it. It is better than what you have, or most Princes really, but to you, it reminds the compounds and estates of the middling merchant houses, rather than the truly impressive ones of the noble and merchant Prince estates.

Upon your arrival into the courtyard, you are greeted with a sight of a well-kept garden surrounding the “keep” proper. Once you are escorted inside, your eyes are drawn by a large painting in the main hall of Pyotr himself, looking about 10 years younger than how you recall him. Most of the decoration within the room appear to be cast out of metals – candlesticks, vases, etc.

You are escorted to a waiting room, where drinks and snacks have been prepared, as you are informed that Prince Pyotr is currently out of town, attending the matters of rulership, but he should return shortly, the servants have also been told to treat as the master of the house, while the Prince is gone.

>There is food, drink and warmth, I will wait here.

>I have seen little of the “keep”, maybe I can gleam something about Pyotr, the town or something else by exploring around a bit. Maybe even converse with the servants and those that appear to be important (Holding convos Y/N)

>This place is good and all, but I can inform them that I wish to look around town. The common man is far more honest than a well-trained servant.

>(Write in?)
>>
>>5057107
Cannons would be nice for our settlement and sea fort.

>>5057109
>I have seen little of the “keep”, maybe I can gleam something about Pyotr, the town or something else by exploring around a bit. Maybe even converse with the servants and those that appear to be important (Holding convos Y/N)
Yes. Get to know his habits, likes and personality.
>>
>>5057109
>This place is good and all, but I can inform them that I wish to look around town. The common man is far more honest than a well-trained servant.
>>
>>5057109
>>I have seen little of the “keep”, maybe I can gleam something about Pyotr, the town or something else by exploring around a bit. Maybe even converse with the servants and those that appear to be important (Holding convos Y/N)
yes need to know the man
>>
>>5057109
>I have seen little of the “keep”, maybe I can gleam something about Pyotr, the town or something else by exploring around a bit. Maybe even converse with the servants and those that appear to be important (Holding convos Y/N)

Yes.
>>
>>5057109
>There is food, drink and warmth, I will wait here.
Maybe he has a surprise to show us
>>
>>5057109
>>I have seen little of the “keep”, maybe I can gleam something about Pyotr, the town or something else by exploring around a bit. Maybe even converse with the servants and those that appear to be important (Holding convos Y/N)

Y
>>
You decide to look around, after all, this may very well become one of your new homes in these lands.

Stepping out of the guest room, you are greeted by an attendant, she seems a little surprised with you leaving the guest room so abruptly, but after inquiring with her that you wish to look around the keep, she gladly begins to guide while informing you about the importance of the various nick-nacks.

After walking around for a while, you are able to tell that besides the main hall and the guest rooms, most of the keep itself is rather bare. Most pieces or ornamentation being made out of iron, copper, bronze, and brass. The carpets appear to be of simple make as well, preferring functionality over aesthetics. The walls themselves are empty of decorations, bar a few blue bear banners hanging here and there. Still, the keep is sparkling clean, the few servants you met along the way are well-dressed and groomed, a far cry to your own servants back in Black Silk Bay.

>The attendant stands at your side, ready to answer any questions you have, or guide you to any room you want to explore. (Write in any questions you’d like to talk about, the attendant will not escort you to the main study, master bedroom and the vault, but other than that you are free to look around.)
>>
>>5058588

Check out the armory and council meeting chamber.
Ask the attendant about his habits, how often he goes out and what he does, how he treats the servants like her and if he has any..... mistresses?

We’re dangerously close to falling off the board now.
>>
>>5058588
Supporting >>5058612

In addition ask if the ornaments are made of metals mined locally or if they were purchased or brought from elsewhere. This can tell us what metals he has here.
>>
>>5058612
>>5058656
support both of this
>>
>>5058588
>Walk the Battlements of the keep, nothing gets a lady going as easily as well placed murderholes, intricately designed parapets and sublime machicolations
>Ask if they know the origins of Pyotr's realm, how did he come to settle here, the trials he underwent to build it into what it is today, etc.

A thought just occured to me. Since we are now betrothed to Pyotr the QM is now obliged to write a steamy hot romance sequence between Flaviana and Pyotr at some point in the near future.
>>
File: Bonk.png (907 KB, 1414x760)
907 KB
907 KB PNG
>>5058669

No.
>>
>>5058612
>>5058656
>>5058669
supporting these

>>5058680
pretty pls? kek
>>
You decide to look around, after all, this may very well become one of your new homes in these lands.

Stepping out of the guest room, you are greeted by an attendant, she seems a little surprised with you leaving the guest room so abruptly, but after inquiring with her that you wish to look around the keep, she gladly begins to guide while informing you about the importance of the various nick-nacks.

After walking around for a while, you are able to tell that besides the main hall and the guest rooms, most of the keep itself is rather bare. Most pieces or ornamentation being made out of iron, copper, bronze, and brass. The carpets appear to be of simple make as well, preferring functionality over aesthetics. The walls themselves are empty of decorations, bar a few blue bear banners hanging here and there. Still, the keep is sparkling clean, the few servants you met along the way are well-dressed and groomed, a far cry to your own servants back in Black Silk Bay.

>The attendant stands at your side, ready to answer any questions you have, or guide you to any room you want to explore. (Write in any questions you’d like to talk about, the attendant will not escort you to the main study, master bedroom and the vault, but other than that you are free to look around.)


The attendant leads you towards the Prince’s armoury.
>>
For the first time in a while after entering the keep, you once more see opulence. The armoury of the Prince is full of expertly crafted suits of armour. Six in total, you notice that each suit of armour is on the level of the suit Pyotr had been wearing when he first proposed to you, an odd choice of clothing when trying to woo a lady, now that you think about it. Each suit of armour has a dominant colour with the corresponding gemstones and other materials set into it. While the suits themselves are the dominant silver-grey of steel, the material colours are as follows: White, Black, Red, Blue, Yellow, and Green. Each suit of armour also has an accompanying blade. Each hilt being well designed and clearly made as part of the set. A shield is also laid in front of the set, though besides the painted decorations of Pyotr’s banner. Over each set is a taxidermy of great beasts, lions, bears, wolves.

After satisfying your curiosity about the armoury, you are led to the council chamber. Within it, you finally see gold and silver decorations, blue bear banners hung on the walls, in between them are a shield and two swords hung, all apparently the make of this “great industrial town”. Then, at the end of the chamber, there are two paintings, hung at each side of the wall, overlooking the entire chamber. They are placed behind a small throne and at the end of a large table with 12 other chairs at the sides. The painting on the right depicts Pyotr, this time closer to his true age, clad in armour atop a white horse, looking quite heroic. On the left, the painting depicts a far older man, probably in his 60s, through closer scrutiny, you can overlay Pyotr’s face over the man’s. From the looks of things, he appears to be a close, if not a direct relative of the Prince.

After inquiring with the attendant, you realize that the man was Pyotr’s father – Nicolai. The founder of this town. A rarity amongst the border Princes, to have a son not only succeed, but actually hold on to power. Hold on to power for a long time at that.
>>
After you depart the chambers towards the battlements, you continue your conversation. You are able to find out that every ornamentation made out metal, that is not silver or gold, was made here in Trogda. Every decoration was handcrafted by the skilled, exceptional, and very reasonable in terms of pricing, smiths. Your eyes twitch at this blatant advertisement. As your conversation moves upon Pyotr himself, you are able to quickly grasp parts of his personality, if the servant is telling the truth of course. Pyotr, was born here in the Borderlands, his father once being a noble in Kislev, a loss of the Tsarina’s favour allowed the enemies of his house to drag them down into the depths of hell. Having come here, he spent decades to build this town from scratch and he found himself a wife. Pyotr grew up under the harsh gaze of his father, perfection was not only expected, but considered the norm. He grew up under harsh military discipline, and due to that he had become a rather distant person. He had no friends, nor equals, only servants. As he grew, the Prince enjoyed fine armours and weapons. His only real hobbies are reading and hunting. And when it comes to his relationships, the attendant goes silent for a moment, before with a bit of fear in her eyes continues, he treats us as a master would a servant, nothing more, nothing less.

As you finally step out into the outside, cold winds slash across your face, the “keep’s” defences appear to be as impressive as you imagined, perhaps not as great as the castillo will be once it is renovated, but so far, the greatest you’ve seen so far. Since you are finally seeing something that you are knowledgeable about, you greedily take in the sights. After a moment’s exploration, you’d reckon that if the “keep” is garrisoned by the heavy infantry, that Pyotr seems to prefer so much, you’d have to bleed hundreds of men, perhaps a thousand, if the garrison is fresh.

As you step into the “keep” proper, other than the usual servants shuffling about, you finally come across someone different, a well-dressed man with a sword at his side, a noble. He seems to be waiting in the main hall, with a few servants bringing him refreshments as he waits. You decide to approach the man and strike up a conversation:

“My Lord, Princess Flaviana Messore, how goes your day ?” You say with a smile.

The man seems to freeze up at your introduction, his searching gaze looks you up and down. Setting down a cup of wine.

“Lady Messore”, the man says curtly. “How may I help you.”

His annoyed tone clearly audible in his voice.

>You are not a petty child, you will hold a proper conversation with the man, find out what you want, and depart.

>You should let your future “subject” know his place.

>(Write in?)
>>
>>5059089

Ah, whoops, put down a bit more than I intended.
>>
>>5059092
>You are not a petty child, you will hold a proper conversation with the man, find out what you want, and depart.
Perhaps we could have an honest conversation
>>
>>5059092
>You are not a petty child, you will hold a proper conversation with the man, find out what you want, and depart.
>>
>>5059092
>You are not a petty child, you will hold a proper conversation with the man, find out what you want, and depart.
>>
>>5059092
>>You should let your future “subject” know his place.
>>
>>5059092
>You are not a petty child, you will hold a proper conversation with the man, find out what you want, and depart.
>>
Right, with this thread about to fall off, I have some words I want to share.

This entire thing was an experiment, first time running a quest. I've grown dissatisfied with it, I think I bit off more than I could chew, concentrating on too many things at once. Where I was hoping that I would be primarily doing battles with a bit of politics, it veered entirely into that as of late, and I think a lot of people lost interest, myself included. I am now struggling to actually write something interesting both for myself and you guys.

I know that this is abrupt, but I think I will call it here. Maybe I'll pick up this idea later on down the line, but for now this will be the end of this quest.

But worry not, my retarded brain still has ideas, I do not know if you will be interested in it, but for a while now I've been cooking up a homebrew sci-fi setting. With it being done in a manner similar to "Remnant captain" quest and a lot of inspiration taken from TimeKiller's Star Wars quest.

I will most likely have the thing ironed-out and ready to go at the end of the month. So if you anons are willing to stick with me, hopefully we will have a fun and interesting campaign.

There is of course the matter of criticism, I would very much so appreciate it if you anons could respond to this and tell me the things that you liked and didn't, so I could avoid the mistakes done here later on.

I will also answer any question you have about the Border Princes quest and the upcoming quest.

But for now, signing off.

-NewbQM
>>
>>5060248
Thanks for running. I don't think I've lost interest in it and it remains fun. It was however inevitable we would turn into the political side of things once we were securely settled. For a first quest it was great, there were some flaws with the pacing and skills but it was nothing close to game breaking. I hope you will return to it someday.
Now write a steamy sex scene as an apology

>With it being done in a manner similar to "Remnant captain" quest and a lot of inspiration taken from TimeKiller's Star Wars quest.
So is it going to be about a girl and her force daddies? Will we just command a fleet and do little else?
>>
>>5060248
Understandable, if you don't enjoy writing the quest there can be no continuation. Sad to see it go.

If you want to write something more battle focused, both Warhammer Fantasy and 40k still lend themselves well to this. You'd just have to set up the Quest from the beginning as a Mercenary Quest for Fantasy, or something like a Rouge Trader or Battalion Commander Quest for 40k. Alternatively, Battletech lends itself incredibly well to the whole small scale, no politics Mercenary angle you seem to want to write.

>There is of course the matter of criticism, I would very much so appreciate it if you anons could respond to this and tell me the things that you liked and didn't, so I could avoid the mistakes done here later on.
Not going to lie, when you asked us to write an actual constitution and lay down exactly how we wanted out future state to be ruled, I got virtual whiplash from it. It came out of nowhere and took up the better part of 60 posts, and ultimately it had no noticable impact on the quest as a whole up to this point.
This discussion would've been better if it had come later when we were actually an established power instead of what was basically a glorified fishing village at the time, and it would've probably been best if it had been introuduced in chunks for anons to discuss rather than asking us to agree to everything at once.

Other than that, I don't think there was anything else I'd want to mention. Battle maps, while simplistic, really help in combat scenarios, so keep doing that if you intend to write a more combat focused quest next time.
>>
>>5060274

You will generate your ch, for what faction you will be fighting for and lead your fleet in combat. Resources will be simplified to just "influence". There probably will be some politics, but I hope it will be added flavour rather than the main dish, if you get what I mean.

Also, do not make me get my bonk stick.

>>5060275

A guardsman quest is definitely on the table, I like and know a lot more about 40k than fantasy. My knowledge on Battletech is there, but limited, still, I might run one later down the line, assuming people are actually interested in it.
>>
>>5060248
Sad to see it end. Not much we can do if you have lost interest in it though.

I’ll see how your new quest go. I enjoy a good balance between action and politics though.
>>
>>5060289
One last thing, it would be good to have some long term plan/direction for your next quest so that you do not lose steam in the midst of it.



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