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In the parched Meteoric Wastes, the winds blow, pierced by the thunderous roar of falling meteorites. It is music to the ears of the monks living in the Temple of Mages. They hear what the winds say - what prophecies they sing of. And today, the winds sing of a man.

A man destined to bring suffering. A man destined to bring war. A man destined to bring death.

They sing of you.
>>
But who are you?

>MADNESS
Some people know pleasure most intimately. Others are more pliant to sorrow. You - you know pain.

Traumatised by events past that hold no meaning now, you have silently nurtured hatred and cruelty in your heart for years as you studied the Paths of Magic and sharpened your combat prowess. At last, you are ready to repay the favour life has given you thousandfold - it is only right that the world is destroyed by your hands.

Feed your urges for violence and destruction to obtain a greater intimidating aura, combat skill and magic power. Keep them starving for too long - and succumb to madness that will deprive you of even the most loyal followers.

>ASPIRANT
You have been promised much and attracted the attention of powers that will not let you go that easily. Betrayal from their side is possible, but by the time you destroy the world, it will matter little.

The dark gods are watching your every step. Satisfy them with sacrifices and destruction to earn their favour, granting you greater personal power and more followers, and, ultimately, membership in their ranks. Make them bored - and be destroyed by curses and dark magic.

>TETHER
Your world is dying.

You have been sent across the multiverse to a world similar to your own to drain it of its energies and fuel the life of your home for some - hopefully, long - time.

You were a mighty sorceror king at home, but your current power is weak, even after partly adapting to this world. Sacrifice thousands and millions to transfer parts of your power into your current vessel, as well as summon extradimensional invaders. Fail to meet the deadlines - and your soul, split between your home world and this one, will be forever destroyed, along with your home.
>>
Your claim to destruction is not without base. Your combat ability is such that you can defeat 100 men before becoming tired and succumbing to numbers, and that is without taking magic into consideration. Which magic paths have you studied?

Pick 1 path in which you are strong and 1 path in which you are weak (you'll still be fairly capable in it).

>Elemental
The path of manipulation of the elements of nature.
If you pick this, pick 2 of the following that you specialize in:
>>Fire
Control flame. In combination with other paths, summon meteorites. At greater mastery, incinerate entire armies - this, however, will require further training beyond what you can learn at the start of the quest.
>>Water
Requires a source or reserve of water to be used. Control liquids. Freeze water and manipulate ice. Purify liquids. In combination with other paths, summon rain and storms. At higher mastery, flood areas and drown your enemies.
>>Earth
Manipulate soil and metals. At higher mastery, cause earthquakes.
>>Air
Impede enemy flying. Stop their arrows midway. At middling mastery, suffocate your enemies and create freezing winds to stiffen their bodies. At greater mastery, create hurricanes.

>Necromancy/Death
Raise the dead to do your bidding. Create simple undead: skeletons, zombies, ghouls, ghosts. Delegate command of your undead armies as you raise wight kings and liches. Be careful of their betrayal, however.
Mould aggressive death energy to slay and deaden your enemies.
If picked, unlocks the option of skeletons as a starting army.

>Nature
Control plants. Summon beasts and monsters of the wild to your side. In combination with air and/or water, create poison. If picked, unlocks the option of beasts as a starting army.

>Light/Life
Dispel curses and cure illnesses. Mend wounds. Enhance your troops with positive effects like haste and enhanced strength.

>Star/Astral
Predict the future by the stars. Alter fates.

>Alchemy
Brew potions with a variety of effects. If you pick this, you start with a limited surplus of magical ingredients and herbs, fit for brewing some simple potions for a small or medium army.

>Enchantment and Artifactery
Imbue items with magical effects. Craft artifacts (magical items). If you pick this as the weak choice, you start with one magical artifact or weapon. If you pick this as a strong choice, you start with 3.
>>
>>5861396
>Intelinexial (Divination and Telepathy)
Communicate with thoughts at long and short distances. Divinate knowledge. See far away lands.

>Mental
Alter minds. Imprint desirable ideas in others' consciousnesses. Crush minds, leaving empty husks. At greater mastery, extend your reach from small groups to entire cities and countrysides. Be wary - this path is cognitohazardous. The more the mind is affected, the more it deteriorates. Even if undesirable, imprinting loyalty to yourself and tolerance for violence may lead to lessened ability for your servants.

>Spatial
Move objects with your mind. Teleport. Create portals linking places across vast distances. Generally, bend space to your will.

>Summoning and Golemancy
Create and summon elementals and spirits to your side. Create golems. If picked, unlocks the option to start with an army of golems and elementals.

>Illusions
Create illusions of all senses. The greater the mastery, the more convincing they are.

>Abjuration
Dispel magic. Protect yourself from it. While most paths offer protection against threats of their own nature, this path offers universal defence.
>>
You travelled far in search of opportunity for your rise to power. At last, you have journeyed to...

>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction.

>Deep in the Orc Wastelands. In these rocky, hot lands, you have assembled your force and taken over one of the orc strongholds. Political chaos reigns here, with warlords rising and falling all the time. You are determined to survive, but it will be hard to convince the orcs to follow a human. The prospect of an orc horde at your command, however, was too good tp pass up.

>The border between the nations of Lagor and Selen, on the southern continent. The nephilim of Selen once more staked out their claim of lordship over all under heavens. Their armies are certainly strong, but in contest with them are the lizardmen of Lagor with their no less formidable beasts of the jungle. You have assembled your forces in northwestern Selen and control the countryside there; the armies of the warring nations march nearby, and you have to be careful when and where to strike. However, if you manage to play your cards right, both the jungle beasts and the highly disciplined forces of nephilim will be at your command, not to mention the glorious cities of the fallen.
>>
That will be all the choices, for now.

QM notes:

It may be wise to put some thought into magic paths. I think any combination may work, but it is, obviously, easier to start with something like necromancy to raise the dead into absolutely loyal servants or mental to subdue the people and gather large armies from cities and areas you conquer. Another possibility is building up yourself to be able to obliterate entire armies with artifacts and combat magic, but that is, obviously, some ways ahead. All in all, consider your options carefully, make sure to discuss them with fellow players and come to an agreement.

Tether is, I think, the hardest of background paths, since it imposes strict deadlines rather than gradual ability loss.

Finally, there will be one more phase of character creation regarding the army you have assembled and a couple other things that depends on the previous choices. Please bear with me through it.
>>
>>5861389

>TETHER
>Nature
>The border between the nations of Lagor and Selen, on the southern continent. The nephilim of Selen once more staked out their claim of lordship over all under heavens. Their armies are certainly strong, but in contest with them are the lizardmen of Lagor with their no less formidable beasts of the jungle. You have assembled your forces in northwestern Selen and control the countryside there; the armies of the warring nations march nearby, and you have to be careful when and where to strike. However, if you manage to play your cards right, both the jungle beasts and the highly disciplined forces of nephilim will be at your command, not to mention the glorious cities of the fallen.

Based and ecoterrorismpilled
>>
>>5861410
Actually, scratch that, I'd prefer MADNESS over TETHER
>>
>>5861410
>>5861415
Remember that you should pick a strong and weak (secondary) path of magic.
>>
>>5861417
Ah right, missed that.

>Elemental: Earth and Water
>>
>>5861393

>ASPIRANT

>Strong; Mental
>Weak: Elemental

>Deep in the Orc Wastelands. In these rocky, hot lands, you have assembled your force and taken over one of the orc strongholds. Political chaos reigns here, with warlords rising and falling all the time. You are determined to survive, but it will be hard to convince the orcs to follow a human. The prospect of an orc horde at your command, however, was too good tp pass up.

We obviously use our Mental powers to forge the orcs into an unbreakable horde. We don’t need to mind-control all of them, just the key chieftains.

Then we sacrifice whole cities and nations to the dark gods, etc etc
>>
>>5861389
>ASPIRANT
>Strong: Summoning and Golemancy
>Weak: Elemental, Earth and Water
>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction.

Gain more of the starting options via sacrifice, sustain armies with shelter and pure water with elementalism, be the spoiler, the decisive factor between the warring Noen and Celan with our unique golem armies and the seductive call of our dark gods.

Works also with the orcs, since the arid climate makes elementalism useful as well.

Thought about Mental abilities but that seems better for a Mad character combined with some other combat focused ability.
>>
>>5861389
>MADNESS
>STRONG: Necromancy/Death
>WEAK: Summoning and Golemancy
>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction.

Hear me out. Natural spirits find us revolting and don't really want to work with us due to the stench of unnatural undeath on us, hence summoning is weak. By positioning ourselves in the midst of a warground, we can immediately start harvesting the corpses of the fallen for a significant boost in our necromantic forces. And focusing on Death is a means for us to remember the ones that were lost to us, to touch upon their souls again however briefly in moments of lucidity to mourn them.
>>
>>5861393
>TETHER
>Light/Life
>>>Enchantment and Artifactery

>The border between the nations of Lagor and Selen, on the southern continent. The nephilim of Selen once more staked out their claim of lordship over all under heavens. Their armies are certainly strong, but in contest with them are the lizardmen of Lagor with their no less formidable beasts of the jungle. You have assembled your forces in northwestern Selen and control the countryside there; the armies of the warring nations march nearby, and you have to be careful when and where to strike. However, if you manage to play your cards right, both the jungle beasts and the highly disciplined forces of nephilim will be at your command, not to mention the glorious cities of the fallen.

Go full support lmao
>>
>>5861393
>Aspirant

Strong at
>Spatial

Weak at
>Enchantment

TP shock-trooper enhanced troops right in the ennemy's face.

>Border between Lagor and Selen

Add Discipline magic crossbolter riding dino and we're golden
>>
>>5861404
>ASPIRANT
Strong:
>Elemental
>>Water
>>Air
Weak:
>Illusions

>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction


Extreme cold kills armies better than most things other than disease. Best way to get those conditions is by getting air and water magic. Illusions is something I’m not too fussed about being weak in, since it’s unlikely to hurt us in any great fashion like being weak in other magics. I think the northern option makes the most sense for a “frost” mage. Though I Think that term is a bit restrictive for what our dark lord will be.
>>
>>5861393
>ASPIRANT
Major
>Light/Life
Minor
>Alchemy
>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction.

Double upgrade those troops, with our powers and potions before battle.
Ain't that great ?
If we study enhancement and artifactery later on, we can get to upgrade again our troops. 3 times instead of 2
>>
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>>5861404
>Madness
>Elemental
>Water
>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction.
>>
>>5861393
>TETHER
>>5861396
good at
>Enchantment and Artifactery
bad at
>Intelinexial (Divination and Telepathy)
>>
>>5861722
for got this
>Deep in the Orc Wastelands. In these rocky, hot lands, you have assembled your force and taken over one of the orc strongholds. Political chaos reigns here, with warlords rising and falling all the time. You are determined to survive, but it will be hard to convince the orcs to follow a human. The prospect of an orc horde at your command, however, was too good tp pass up.
>>
>>5861718
+Weak Path
>Light/Life
Dispel curses and cure illnesses. Mend wounds. Enhance your troops with positive effects like haste and enhanced strength.

What would you do to heal the ones you love? What madman's bargain would you take to grant them succor. The rain falls and falls and falls and yet you would remain a pawn in a royal game? No. Follow me and find the true depths of Elemental Water Prowess that will cleanse this world of all its filth.
>>
>>5861404

>TETHER
Strong:
>Spatial

Weak:
>Star/Astral

>The border between the nations of Lagor and Selen, on the southern continent. The nephilim of Selen once more staked out their claim of lordship over all under heavens. Their armies are certainly strong, but in contest with them are the lizardmen of Lagor with their no less formidable beasts of the jungle. You have assembled your forces in northwestern Selen and control the countryside there; the armies of the warring nations march nearby, and you have to be careful when and where to strike. However, if you manage to play your cards right, both the jungle beasts and the highly disciplined forces of nephilim will be at your command, not to mention the glorious cities of the fallen.

Plunder the nephilim's magical knowledge. Use all of your resources to research more into the Minor path and then keep advancing and learning to combinethem both, until you gain the ability to open wormholes and time travel to cheat deadlines.
>>
>>5861393
>MADNESS

Strong
>Summoning and Golemancy
Weak
>Elemental: Water/Earth
Through the channeling of elements, we will craft an army of rock and clay that will be unstoppable.


>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction.
>>
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>>5861396
>MADNESS
>STRONG: Necromancy/Death
>WEAK: Mental
>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction.
>>
>>5861393
>TETHER
>Necromancy/Death
strong
>Spatial
weak
>The border between the nations of Noen and Celan, in the north of the twin continents. What began as a border conflict over the expansion of the Cursed Rivers' floods grew into a full-blown war. Armies of Noen, the nation of enchanted bloodlines and oppressed commoners, gather in the north, preparing to face off Celanian forces, known for their mastery of combat on flooded areas and water mages forced to develop in their homeland of flooded rivers and water monsters. You have gathered your small force in the central parts of the border, from where you may strike in any direction.
>>
>>5861393
>Tether

Strong
>Star/Astral
Weak
>Nature

>Deep in the Orc Wastelands. In these rocky, hot lands, you have assembled your force and taken over one of the orc strongholds. Political chaos reigns here, with warlords rising and falling all the time. You are determined to survive, but it will be hard to convince the orcs to follow a human. The prospect of an orc horde at your command, however, was too good tp pass up.


Luv me some orcsies
>>
>>5861793
+1
>>
>>5862060
>>5861404
Oops forgot to link
>>
>>5862064
Whoops!
>>
Ok, so there is a rangeban problem currently with my ip and I'm honestly tired from rebooting the router every 10-15 mins for the past 3 hours trying to change it only to get the same range, so I'm calling it for the day. Phoneposting right now. There will be no update today, but I'll be trying to change the ip again tomorrow, we'll see how it goes. Thanks for your patience, anons, I have not disappeared if you're in doubts. Here is a generic anime picture to appease you and the ip gods (my isp).
>>
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>>5861393
>MADNESS
>Strong: Enchantment and Artifactery
>Weak: Summoning and Golemancy
>The border between the nations of Lagor and Selen, on the southern continent.
Oh yeah. Time to be picrel (in aesthetic)
>>
>>5862228
Kay
>>
>>5861393
>TETHER

Strong: Spatial

Weak: Star/Astral
>>
As much as it pains me, I will phonepost this text.
I've been fucking with my internet for the past 2 days and nothing works fml. Updates will be unstable, but they'll be done when they'll be done.
>>5864034
I am sorry anon, you are too late, I have already counted the votes and written a response based on them by the time you replied. I should've probably posted that the voting window is over from phone while I'm working on internet issues, I will do it in the future.

>>5861410
>>5861415
>>5861424
>>5861433
>>5861438
>>5861473
>>5861476
>>5861485
>>5861492
Anon, you may have misunderstood: you pick 1 path in which you are strong, 1 in which you are weak, and you have NO skill in other unpicked paths. I thought it was clear, but if it was not, I apologize. Either way, it shouldn't affect the votes too much.
>>5861633
>>5861718
>>5861722
>>5861725
>>5861726
>>5861729
>>5861746
>>5861793
>>5861803
>>5861904
>>5862060
>>5862327
>MADNESS
>Noen-Celan
seems to have won, while magic is more complex (I apologize that I haven't thought that through). If we look strictly by strong and weak paths, we can pick Necromancy/Death as a strong path and Elemental as the weak. However, if total combined votes for a path are considered, Elemental is in the lead with 5 total votes, while besides Death magic at 4, there is Enchantment + Artifactery and Summoning + Golemancy with 4 votes each on second place.

So let's do another round, where I'll look STRICTLY BY STRONG AND WEAK PATHS this time. So I will count votes for strong separately, and votes for weak separately, and each will decide the strong and weak magic path respectively. Consider that when voting and negotiating with other anons.
Pick 1 path in which you are strong, and 1 in which you're weak, but still capable:
>Necromancy/Death
>Elemental: Water and Earth
>Summoning and Golemancy
>Enchantment and Artifactery

(I think that combo for Elemental has the most support from what I see)

In the mean time, here's a scene that may have happened in one of the settlements nearby...
>>
>>5864359
STRONG: >Necromancy/Death
WEAK: >Summoning and Golemancy
>>
The air in the tavern was heavy with smells and the excited breathing of people having fun.

Logro wasn't having fun. The sting of rejection was still fresh in his heart, memories of the past day thumping in his mind.

"Him? I don't know him."

These words plunged into his soul like a sword. Her? She didn't know him? After all the memories, after spending their childhoods together?

He remembered. A sickly child, in spite of her blessed bloodline, collecting dandelions in the summer. He gifted her a bouquet. The blush of her cheeks, the radiant smile of a young, innocent girl.

"Thanks, Logri."

"Him? I don't know him."

He ordered a bottle but downed barely a quarter before he started feeling sick. The smells of dishes drifting around didn't awaken his appetite or thirst for alcohol, instead turning him even more nauseous.

The shuffling of cards and clink of gold coins exchanged at the neighbouring table. Should he play? The half-dead rationality reared its head and mumbled not to, and he listened.

At least the tavernmaids were nice. Logro spent some time mopping his lustful gaze around their curves, but the thought of women inevitably lead him back to her.

All of this was because of the bloodlines. Some are blessed, some are common - that is something he learned early on. The best mage-smiths in the country were born into that profession. Same for warriors. Same for priests. But most of all - for the nobles. It is the unchangeable, objective truth - some are destined to rule, some are destined to serve. And its truthfulness was what was most infuriating.

He could do nothing about them looking down on him. About her looking down on him - now. Because they had every right.

He started listening to the conversations to occupy his mind.

"Did you hear? Last night a messenger came from Arcol. Told our lord that there's some upstart coming from the south with an army."

"Who did you hear that from?"

"The maid from the lord's mansion listened in on the meeting."

"Is that so?.. Who are they? A diversion squad from Celan?"

"Those can't walk on solid ground."

Snickers.

"Who, then? Another rebel necromancer with half a dozen skellies?"

"No, no, surely it's some golems or elementals!"

"Perhaps a rebellion against the Enchanted? I'd sign up!"

"Shush! Pray that the lord won't hear of this."

"Seriously, man, you should watch your tongue. I mean, we may joke sometimes, but who knows who may be listening..."
>>
>>5864363
After that, hushed voices drowning in the noise.

Logro sighed. The rebellions happened sometimes. Once, when he was little, there was a war that engulfed the entire country. Luckily, his brother and himself were too young to join. Too loyal as well. After all, they all had their friends among the nobles' children. Some still do. Some will marry into the bloodlines, those that allow marriage with commoners, in spite of the risk of non-inheritance.

But not him.

He rose from the table, leaving the unfinished bottle, wet glass and payment for the evening. The warm, yet refreshing air of a summer night welcomed him. Logro quietly walked one of the few town streets towards his home.

A hundred kilometres away, an army was marching deep in the night to conceal itself...
>>
>>5864365
Ok, that will be all, I am once again eagerly awaiting your votes, anons.
>>
>>5864359

Strong: Summoning and Golemancy
Weak: Elemental: Water and Earth
>>
>>5864359
>Necromancy/Death
Strong

>Summoning and Golemancy
Weak
>>
>>5864372

Supporting this, both thematic and useful choices
>>
>>5864359
>STRONG - Summoning and Golemancy
>WEAK - Necromancy/Death
We tech mastermind BBEG? We non-physical life BBEG? We faker BBEG?
>>
>>5864359
>STRONG: Summoning and Golemancy
>WEAK: Enchantment and Artifactery
Hmm. Thinking it over, maybe summoning and golemancy being the primary is more in line to being an Industrial Revolution BBEG. As such I'm reversing my previous vote, heh.
>>
>>5864359
>>STRONG: Summoning and Golemancy
>>WEAK: Enchantment and Artifactery
>>
>>5864368
Can you clarify, we are finished character creation and you're awaiting our first actions, yes? If so, can you confirm the decided build?
>>
>All of the most popular options are focused on either summons or buffs
>Therefore, if the good guy squad ever storms our throne room we have no means to defend ourself

Guys I think we're gonna get assassinated
>>
>>5864584
You see, this is why you make a throne room but never actually occupy it with your real body. In fact, according to certain sources, the best throne rooms are bombs.
Throne via shapeshifted summon, hm? Shouldn't be too impossible.
>>
>>5864584
this is why i want necro so we can make a huge fuck off body guard
>>
>>5864622

Probably better to create a fake Golem-version of ourself (or like a golem power suit?) to better conceal our weakling nature
>>
>>5864625
bruh we could have literal shadows which protect us and if we need armor, literally Bone Suit.
>>
>>5864359
>Strong: Summoning and Golemancy
>Weak: Elemental: Water and Earth
>>
>>5864359
>Summoning and Golemancy
Strong

>Enchantment and Artifactery
Weak

>>5864584
We picked the Madness Path so we're not at all weak and defensless, the power from our magicks just isn't direct power, like LIghtning Bolt or Meteor Shower would be. With Enhancment and Artifactery we can actually craft our own magical gear to beat the shit out of heroes with though.
>>
>>5864359
>strong
>Elemental: Water and Earth

>weak
>Enchantment and Artifactery

Not overlty evil.
>>
>>5864542
No, anon, we're still creating the character. These posts >>5864363 >>5864365 were from the perspective of a regular citizen of Noen, a side story of sorts with no choices. I outlined the results of the first round of voting here >>5864359 determining them to be ambiguous and called for a second round of voting to specify the magic paths from among Death, Elemental, Summoning+Golemancy and Enchantment+Artifactery. Hope this clears things up. Look at other anons, they get what you should be voting for.
>>
>>5864584
Bro i'd like to see the hero resist concentrated death energy being funneled into his body.
Also we could probably make Animated Armor to wear to make our physical skills even more beastly.
>>
>>5864614
>Throne via shapeshifted summon, hm? Shouldn't be too impossible.
I have another idea. Reversed/inversed summoning ritual circle. Boot any interlopers caught in said circle into whatever plane/dimension/realm we summon minions out of!
>>5864625
>>5864718
>>5864999
Yyyeesss, Magic/Steampunk Powerarmor. Gotta love it, which is why I posted >>5862327 for reference I admit, however, that the chimney/exhaust horns are rather silly-looking.
>>
Voting closed, writing next set of choices...
>>
>Strong: Summoning and Golemancy
>Weak: Enchantment and Artifactery
wins...

The moulding of clay. The methodical cutting of rock. The clang of metal being forged. The sound of crackling flame and the buzz of magic as it escapes your fingertips.

All of these are known to your poor, mad mind.

In the lands of Noen, you have risen. But with what army?

>500 mercenary men are at your command. 200 swordsmen, 100 spearmen, 150 archers and 50 horsemen with an elementalist battlemage to support as well. A small, but nonetheless efficient force bought with coin. They may serve their own interests at heart, but these are professional soldiers, which is more than what mindless constructs can offer, and they are on your side for now - and that's what matters.

>500 golems and elementals. 290 golems of clay and rock form the basis of your forces, with 70 each of air, water and fire elementals to electrocute, freeze and burn your enemies. You also summoned a mightier water spirit from the local river to cast its magic and possibly command a part of your forces. It grumbles but cannot deny your will - for now. A versatile and powerful magical force, but possible to be dismantled if you stumble upon an (admittedly quite rare) abjuration mage.

What kind of weapons and equipment do you possess?
>Armour of dark steel conceals your entire form as you wield a mighty greatsword with terrifying power behind every swing. (default)
>Write-in

Your mastery of enchantment and artifactery has granted you the ability to forge a magical item for yourself, be it a weapon or some other useful thing. What is it?

>A burning sword, like that of the famous nephilim forces. It's not actually burning, but a flame is visible coating the blade in a thin layer nonetheless. Striking something (or someone) lets it loose on the target.

>Telepathic crown. It's hardly a crown, actually, more like a toothed circle, but it serves its purpose nonetheless, allowing limited communication with nearby conscious beings with thoughts. It does, however, "overheat" pretty quickly, so best used sparingly in battle.

>Enchanted armour. When you decided you would exploit the Noen-Celan war, you enchanted your armour with resistance to water magic. This should be useful against the water mages of Celan.

>Chisel of the Sculptor. A simple tool for cutting stone made into a vessel of magic capable of quickly creating high quality golems. It guides your hand, has greater cutting power, and imbues the golem cores it works on with a portion of the magic it holds. Should be enough for a few hundred greater golems.

>Write-in a moderately powerful artifact.
>>
Looking into your past, the guidance of the Stars is evident, as the star mages of Sororis always say. What constellation were you born under?

QM note: this is basically difficulty. Most rolls in this quest I will assign a difficulty: Very Easy, Easy, Normal, Hard and Vary Hard. What this choice determines is the precise numbers for each difficulty tier on a 1-100 scale, roll over, nothing more. Basically, the degree of luck on your side.

>Elephant
(Normal difficulty)
Fortitude and good fortune in opposing powers greater and lesser than you.
Roll difficulty:
Very Easy / Easy / Normal / Hard / Very Hard
Autosuccess / Autosuccess / 40 / 70 / 90

>Vine
(Hard difficulty)
A twisted path awaits you, but perhaps at the end, you will see success.
VE / E / N / H / VH
Autosuccess / 20 / 50 / 80 / 92

>Hero
(Heroic difficulty)
A bad omen for a man of dark thoughts and darker deeds, you have not chosen this, but it is what you will have to live with.
VE / E / N / H / VH
10 / 30 / 60 / 80 / 95

QM note: it should be said that at the start you will face great odds of failure, being an upstart against armies twice or thrice your size (unless you skulk around and recruit a lot, of course). Plot armour will be there a bit, but I won't prevent your death if you face an overwhelming army. So there is no shame in picking Normal difficulty. Than again, perhaps suffering and failure is precisely what you seek...

At last, before we begin our tale, however short or long it may be...

What is your NAME?
>Write-in
pls no troll votes
>>
I will try to search through the usual places and post more art in the future to go along with the updates, but nothing is guaranteed. Days are pretty chaotic and before I know it, I'm struggling to post the update before the night becomes too deep, much less supply it with a fitting image.
At least the internet problems have been resolved (for now).
>>
>>5865488
>500 golems and elementals. 290 golems of clay and rock form the basis of your forces, with 70 each of air, water and fire elementals to electrocute, freeze and burn your enemies. You also summoned a mightier water spirit from the local river to cast its magic and possibly command a part of your forces. It grumbles but cannot deny your will - for now. A versatile and powerful magical force, but possible to be dismantled if you stumble upon an (admittedly quite rare) abjuration mage.

I think we can gain followers not susceptible to abjuration later. My general plan is to offer quality of life improvements to struggling villages in exchange for their betrayal to our cause. My concept of our BBEG is one that wants to control the world, not destroy it.

>Hulking armor, possibly double the size of the scrawny wearer within, shakes the earth with every step. As it moves, steam and a thrum of magical power escape the mechanical goliath. For now, there are no weapons besides the indomitable power of its fists, fueled magic and achieved through complex but sturdy machinery

>Chisel of the Sculptor. A simple tool for cutting stone made into a vessel of magic capable of quickly creating high quality golems. It guides your hand, has greater cutting power, and imbues the golem cores it works on with a portion of the magic it holds. Should be enough for a few hundred greater golems.

>Vine
(Hard difficulty)
A twisted path awaits you, but perhaps at the end, you will see success.
VE / E / N / H / VH
Autosuccess / 20 / 50 / 80 / 92

We are Volcanos, and we will rebuild this backwards world in our image
>>
>>5865503
*fueled by magic
>>
>>5865491
One important thing I forgot to mention about the rolling system: I will only take first rolls, so no Bo3 which you may have grown accustomed to in other quests. Bear this in mind when picking a difficulty.
>>
>>5865520
I really like the idea of the odds being at least mildly stacked against us and I'm pretty ok if that means we lose in the end. To me, even if things seem dominant, it makes sense that the BBEG is fighting against the odds (read: protagonists' plot armor). I'd understand if this was controversial though and expect to be outvoted
>>
>>5865488
>500 golems and elementals. 290 golems of clay and rock form the basis of your forces, with 70 each of air, water and fire elementals to electrocute, freeze and burn your enemies. You also summoned a mightier water spirit from the local river to cast its magic and possibly command a part of your forces. It grumbles but cannot deny your will - for now. A versatile and powerful magical force, but possible to be dismantled if you stumble upon an (admittedly quite rare) abjuration mage.
>Pic related.
>Animated Armour. It has its own awareness and power, yet no true mind of its own beyond a desire to aid you. It moves as you move, and can perceive the world around it in every direction out to a few dozen feet, allowing it to warn you of something you might not sense. It passively feeds on your mana to sustain itself, lowering your mana regeneration speed as a result. Should you be rendered unconscious, it's still fully capable of acting on its own to ensure your safety.
>Elephant
>Malphas
>>
>>5865488
>>500 golems and elementals. 290 golems of clay and rock form the basis of your forces, with 70 each of air, water and fire elementals to electrocute, freeze and burn your enemies. You also summoned a mightier water spirit from the local river to cast its magic and possibly command a part of your forces. It grumbles but cannot deny your will - for now. A versatile and powerful magical force, but possible to be dismantled if you stumble upon an (admittedly quite rare) abjuration mage.

>no idea about stuff

>Chisel of the Sculptor. A simple tool for cutting stone made into a vessel of magic capable of quickly creating high quality golems. It guides your hand, has greater cutting power, and imbues the golem cores it works on with a portion of the magic it holds. Should be enough for a few hundred greater golems.

>Vine path

Name : Richard Caloushand
>>
>>5865488
>500 golems and elementals. 290 golems of clay and rock form the basis of your forces, with 70 each of air, water and fire elementals to electrocute, freeze and burn your enemies. You also summoned a mightier water spirit from the local river to cast its magic and possibly command a part of your forces. It grumbles but cannot deny your will - for now. A versatile and powerful magical force, but possible to be dismantled if you stumble upon an (admittedly quite rare) abjuration mage.
>Hulking armor, possibly double the size of the scrawny wearer within, shakes the earth with every step. As it moves, steam and a thrum of magical power escape the mechanical goliath. For now, there are no weapons besides the indomitable power of its fists, fueled magic and achieved through complex but sturdy machinery
>Telepathic crown. It's hardly a crown, actually, more like a toothed circle, but it serves its purpose nonetheless, allowing limited communication with nearby conscious beings with thoughts. It does, however, "overheat" pretty quickly, so best used sparingly in battle.

>Elephant

>Kronos Calapax
>>
>>5865488

>500 golems and elementals. 290 golems of clay and rock form the basis of your forces, with 70 each of air, water and fire elementals to electrocute, freeze and burn your enemies. You also summoned a mightier water spirit from the local river to cast its magic and possibly command a part of your forces. It grumbles but cannot deny your will - for now. A versatile and powerful magical force, but possible to be dismantled if you stumble upon an (admittedly quite rare) abjuration mage.

>Armour of dark steel conceals your entire form as you wield a mighty greatsword with terrifying power behind every swing. (default)

>Chisel of the Sculptor. A simple tool for cutting stone made into a vessel of magic capable of quickly creating high quality golems. It guides your hand, has greater cutting power, and imbues the golem cores it works on with a portion of the magic it holds. Should be enough for a few hundred greater golems.

—-

Doubling down on golems, basically.

OP, can golems create other golems? Can we make a creator-golem to mass produce weak golems?
>>
>>5865491

Also here’s the rest of my vote:

>Elephant
>Mephaestus Ferro

Also, OP - you might want to emphasize that you are running a Bo1 system here, I don’t think anons have realized this
>>
>>5865503
>My concept of our BBEG is one that wants to control the world, not destroy it.
I am sorry anon, all the backstories are meant to end with world destruction. It is not that you want to control the world and because of this you employ dark means of conquest, but rather that violence and ruin is itself an end goal and you're reining it in to rule efficiently and ensure the accomplishment of the ultimate task - destruction of the world - in the future.
>>5865503
>>5865631
The armour you described I would consider an artifact in itself rather than general equipment, seeing as it is magimechanical and quite strong. There is still time to change your votes, but if you won't I'll just merge your votes with >>5865533 and have you possess an Animated Armour similar in its look to the one you described, I think that will be a good compromise.
>>5865640
Well, I did point it out in this post >>5865520 so I do not know what else I could do, really. Let's try this

ATTENTION
If you haven't seen this message >>5865520, I am taking only first rolls. So no Bo3 which you may expect. Do consider this when picking a difficulty.
ATTENTION

That should do it lol.
>>
>>5865635
Forgot to reply to the question
>OP, can golems create other golems? Can we make a creator-golem to mass produce weak golems?
Most golems are basically constructs of unmoving material made alive and mobile by the magic within. They have enough magic to operate a long time, much like a robot with a big and efficient battery, but do not produce their own magic, and even if they possess the ability to make more golems, they would have to split off a part of their own magic pool to donate it to the new golem. It is possible, however, at advanced levels of golemancy, and with proper materials to create complex magical constructs that produce their own magic, and, indeed, even possibly possess a consciousness. But these are hard to create and I think will require one level up from your current mastery of golemancy. However, even at this point you can already create big and complex golems that are non magic-generating. They do not necessarily need to conform to the humanoid form. Perhaps a self-driving scythed chariot will mow down your enemies? Or a GOLEM KNIGHT riding a GOLEM HORSE will crush through the foes' lines? Just make sure they don't reach the golem core to destroy them...

Regarding beings with consciousness and spellcasting ability that you can obtain now, the summoning part of your main path helps here more. Besides the simple elementals, there are various more advanced spirits that dwell in other planes that you may summon to aid you. Will you perhaps free the world snake, Jormungand, from its prison? Or summon one of the Four Winds spirits? Or will you have the Ethereal-Faced Guardians, the Etheroprosoposoi, side with you? The only problem, of course, is keeping them under control, since they all have their own agendas... That, and the fact that to summon most spirits connected with a magic path, you require some knowledge of it in combination with summoning proficiency.
>>
>>5865968
That compromise works for me
>>
>>5865968
>violence and ruin is itself an end goal and you're reining it in to rule efficiently and ensure the accomplishment of the ultimate task - destruction of the world - in the future
Destruction = conquering. It's true, look it up!
OP I highly HIGHLY recommend playing the flash game Mastermind World Conqueror for purposes of your quest
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>>5866084
idk anon, I googled conquest and destruction a bit and found nothing equalising them. They're linked, sure, but not the same thing. You're probably talking about some high level philosophical terms and reasoning I'm unaware of.
>Mastermind World Conqueror
I have played it many years ago but, being an esl kid, understood nothing and just poked around trying to make sense of it. I am honestly not very interested, but maybe I'll give it a try again. I do remember it being in a modern setting, so I do wonder if it will be applicable in this quest. Perhaps the atmosphere and operations themselves would be useful, hmm.
Also might I interest you in VOTING as well as commenting on the quest?
>>
>>5866135
I am on mobile, apologies
>googled conquest and destruction a bit and found nothing equalising them
I was making a joke reference to that game, whoops
>being an esl kid
As long as you are decently competent, not a complete retard, and can type in coherent English, you are 100% OK
>atmosphere and operations themselves would be useful
There's various things in it about nefarious missions and underlings, so there's that

>>5865488
>>5865491
>500 golems and elementals
Backing the armor in >>5865533
>Chisel of the Sculptor
>Vine
Assumed name "Mephaestus Ferro"
Real name hidden to all but who knew the BBEG long years ago "Richard Calloushand"
>>
Voting is closed now. Counting the votes and writing...

>>5866140
>I was making a joke reference to that game, whoops
Oh, I see, kek. I guess all that googling was pointless. At least I learned about Ottoman methods of conquest.
>As long as you are decently competent, not a complete retard, and can type in coherent English, you are 100% OK
Yes, I am sure I will be okay now, I was a retard kid long ago.
>>
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Rolled 2 (1d2)

>>5865503
>>5865533
>>5865534
>>5865631
>>5865635
>>5865640
>>5866073
>>5866140
>500 golems and elementals + water spirit
>Equipment: this anon's >>5865533 picture
>Chisel of the Sculptor
(Since this is tied with Animated Armour, the anon that picked hulking armour + Chisel didn't respond, and the anons who voted for hulking armour picked Chisel initially, I think the tool wins in the end)
>Tie between Vine and Elephant - rolling for it, 1 - Vine, 2 - Elephant
>Assumed name "Mephaestus Ferro"
>Real name hidden to all but who knew the BBEG long years ago "Richard Calloushand"
Since this merges three votes, I will count it as winning.

...

Between the great cities of Noen, or, indeed, any other country, there is vast wilderness sprinkled with the occasional village and town. The city folk look down on these lands. They consider them "undeveloped", "rough". The wisdom of a true ruler, however, recognizes their value, for it is from these wilds the nation draws most of its resources, both magical and common, and here resides possibly half, if not more, of a state's population.

It is in these wilds that you have risen, conquering town and village alike in rapid, merciless action.

The local lords tried to gather the militias to oppose you. The clang of steel, the shouts of men, the dull thumps of golems crushing their limbs into men-at-arms, and the noise of the elementals' strikes still echo in your ears. But the battle is won now, however high the casualties were for your side, and the couple thousand militia men have dwindled to 400 prisoners at your mercy.

While you may be the only power in the region, your grasp on it is tenuous. The golems can fight, but they can't rule. For that, you will need the help of locals.

The desire for slaughter, luckily enough, remains sated with the recent battle for now. Though a few hundred men dead by your hands would be very welcome at any time, these urges lay dormant for the next couple of years at least. The danger is that these appetites grow in scale with time... But there are more pressing matters than your madness, for now.
>>
>>5866304
As you look out at the town: the town which has grown quiet as you began your rule, the town with shut windows behind which mothers mourn the deaths of their sons, the town the cobbled streets and tiled roofs of which are, in the past few days, only home to stray cats, ravens, and scared urchins - as you look out at the town from atop the bell tower, you ponder your next move.

"Any thoughts, Shooshe*?" You ask the great water spirit of the river. "We conquered the countryside. What next?"

The waters of its liquid body shift, letting out a flowing sound.

"Perhaps letting me go would be-"

"I regret asking."

...

"...Sometimes it is best not to upset the balance too much. The local lords would be willing to listen to your demands, being at your mercy."

"The lords... Perhaps a new system with commoners at the head is in order instead."

"It is your decision, in the end."

*Read shoo-SHAY

The most pressing concern is governance in your newly conquered territories. What approach will you employ?
>Discuss with the Enchanted lords the taking over of the ruling structure. What are they willing to sacrifice from their coffers for your cause? Perhaps among them, there are people worthy of being elevated to your companions? [This will initiate a meeting with the lords]
>Kill the lords and appropriate their wealth for yourself. Create a new order of commoners and lesser bloodlines. This presents the challenge of picking out candidates for rule. You can't just take the first person you meet on the street and put them in a position of power. Though there are organizational structures in place, like guilds and clubs, which precisely to tap into for leaders remains a question... [if you pick this option, specify how will you find new rulers]
>Write-in

Besides the organization of your rule, would you like to carry out any additional actions? Is there something to be done with prisoner militiamen? Perhaps a search for rumours is in order, but what agents could you employ in this, if all you know are golems and elementals? I will keep presenting situations and choices that seem most important at the moment, for now, but don't hesitate to write-in any ideas you'd like to try out...
>Write-in
>>
>>5866305

>Write-in

Easy - announce that we have freed the people from the tyranny of aristocratic feudalism and institute a republican socialist uprising! Organize the common folk and have them debate amongst themselves to produce an elected assembly of 11 townsfolk.

Once this is done, the assembly will distribute three-quarters of the noble’s wealth amongst themselves. We will keep a quarter of it for our own purposes.

As a gesture of goodwill, we should use our golems to perform infrastructural upgrades to the community - like a new bridge or paved road that will benefit everyone.

As for us personally, maybe we could summon a lesser spirit to aid the town - like a water or wind spirit to bind to their mill and provide “free” labor.
>>
>>5866305
>Discuss with the Enchanted lords the taking over of the ruling structure. What are they willing to sacrifice from their coffers for your cause? Perhaps among them, there are people worthy of being elevated to your companions? [This will initiate a meeting with the lords]
But first, do some quick interrogation work on our prisoners. Try to find out which Lord invested the most resources to try and stop us, then crush the skull of that particular Lord at the meeting to make a point. Servitude or Death, pick one.
>>
>>5866335
+1
>>
>>5866335
+1
>>
>>5866335
I like that one. The first write in (>>5866312) would be good in a quest where we're not a BBEG
>>
>>5866730

I take your point but the “revolution!” write-in was about suppressing our true nature for a limited time in order to gain mortal allies.

We don’t have to be cartoon evil for every vote, and in this case, supporting our new territory is both logical and serves our agenda.
>>
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>>5866730
This is not necessarily true. As eCulep4F anon said, you could show a "positive" side to your people, lull them into a false sense of security, only to stealthily exploit and enslave them in the end. Though I do like the demonstrative murder write-in from ZmOqX2KB anon.

You should also consider the fact that after providing them with boons, calling for sacrifices and slaughter in your name and conscripting many adult males may cause backlash from a sense of betrayal. Then again, perhaps the grateful people will willingly offer volunteers for your cause... You will have to gather information and see for yourselves. I will address the methods of growing your army in later updates.

Here is another picture of how the golems may look like. You may imagine them as either of the two I posted. I personally prefer the earthen ones, but perhaps there is indeed some of the sturdiness observable in picrel.
>>
>>5866771
>Calling for sacrifice
The madness will call for us wielding the knife, giving the sacrifice a nice, personnal, more filling touch, staving madness away while keeping the numbers reasonably low
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>>5866305
I'll support >>5866335
In the end, it's the lords that know how to keep things rolling smoothly, freeing us to pursue other things. Of course, we'll want to keep an eye on them through a spies eventually since the lords also have means to actually inconvenience us. Still, letting them stay in power will help to keep them in line.

>>5866771
I like the design of Dragon's Dogma Golems. Metal Golems when
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>>5866771
>>5866826
I have a picture of a stone golem for you too, anon! All of my pictures are a bit grimdark though, but this is just from my artstation bestiary, hehe

The link with some alternate angles is here

https://www.artstation.com/artwork/b5VEYo
>>
Voting closed, talking with the lords with an element of intimidation has won, writing now...

>>5866826
>>5866829
Thanks. These are great. I think in the setting of the quest, they are more earthen than rocky, to make them more susceptible to damage for balance reasons. Otherwise they would be impervious to most weaponry except heavy blunt tools... Though I suppose the surprise that the appearance of a golemancer carries should be enough of an advantage to win a couple of battles before the enemy adapts.
>Metal golems
Perhaps if the smiths would assist you... Or you would forge many with your own tools, considering your artifactery skill.
>>
>>5867067
>Thanks. These are great. I think in the setting of the quest, they are more earthen than rocky, to make them more susceptible to damage for balance reasons.
Understandable. Though I must ask, how do you feel about giving the golems rock 'plating' as an upgrade later down the line?
Oooh, maybe as a separate troop tree! Make them bigger to acommodate for the extra bulk, give them big rock fists like the pic in >>5866829 and use them as walking battering rams.
>Or you would forge many with your own tools, considering your artifactery skill.
That's the plan, once we have a supply of raw materials. We'll have to conquer a mining town or two, and a town or city with the smithies to process the ore into usable metal.
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Sorry, anons, head's not working at all, I wanna sleep. Update will arrive tomorrow.
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>>5866829
>>5866826
>>5866771
>>5866304
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>>5867358
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>>5867359
>>
>>5866312
>>5866335
>>5866500
>>5866609
>>5866730
>>5866826
>Discuss with the Enchanted lords the taking over of the ruling structure. What are they willing to sacrifice from their coffers for your cause? Perhaps among them, there are people worthy of being elevated to your companions?
>But first, do some quick interrogation work on our prisoners. Try to find out which Lord invested the most resources to try and stop us, then crush the skull of that particular Lord at the meeting to make a point. Servitude or Death, pick one.

The prisoners are kept in the dungeons of various towns you have conquered. An unfavourable method of holding tham for interrogation due to their dispersion across a large territory, but a method nonetheless. The greatest of these dungeons was, obviously, in the greatest town of this area, Aemendun. It is here that you decided to conduct your investigation.

[b]Very Easy roll - autosuccess.[/b]

Entering the surprisingly dry, if untidy, cell, you silently approach the person sitting on an iron chair in the middle of the room, his hands tied behind the back.

"What's your name?" You ask, looking into his tired eyes.

"Angran."

"Well, Angran, you may know me as Mephaestus. I am the commander of the golems you and your comrades fought against. I need your help. You know something I'm interested in, and I want you to tell me: who of the local Enchanted lords invested the most into opposing me? Whose equipment did you don into battle? Who contributed the most warriors to the army?" You make a pause. "I would prefer if you helped me voluntarily, but if you refuse, well, I might just have my golems rip apart some of your brothers in arms in front of your eyes. Do you understand?"

"...Yes. I will talk."

"Good."

The man lowers his head. "I am not sure, but... most of the arms and armour came from the town of Ponomaon, I think it's the domain of... Lord Corel Ahenar. I remember when the new armour arrived, it had the makings of that province. The largest cohort was from this town, Aemendun, but it makes sense because it's the largest town."

"Alright. I see. Thanks for your cooperation... I'll go now, if only you will look me in the eye."

He lifts his head. His eyes are as they were - tired, however... there is some fear in them, deep within.

You say nothing and exit the cell. Silently commanding the golems to return him to his cell and bring in another prisoner, you await the next militiaman to crosscheck the facts given to you...

...
>>
>>5868094
Angran spoke the truth. Everyone that could remember said the Ponomaon is the source of the equipment. It makes sense - being the closest to the Corrupting Mountains, it possesses the most ready supply of iron across the whole area. The day after the interrogations, you send messengers to other towns calling for the assembly of the greatest lords, while you yourself ride into the domain of Lord Corel to give him a special invitation...

The road is calm. In times of war, bandits are common in the rear, but your escort is enough to deter them. Beyond the dusty, dry road, fields of grass and, near villages, wheat stretch out into the horizon, where they meet the cool woods.

You reach the town of Ponomaon quickly. The people on the streets become silent as you come through, your bronze armour glinting in the sun.

The mansion of the lord is quite reserved in appearance. There are most definitely gardens and a couple of statues, but nothing too grand. Inside is the same, a strict and clean house.

The confused maid ask you what you may want after you throw open the front doors. You ask to guide you to Corel, and a short walk through the halls later, arrive in his study.

"Greetings, my lord... How may I help you?" The middle-aged, frugally dressed man greets you without the slightest display of fear.

"You will come with me in chains."

He seems... defiant. Composed, yet with eyes filled by silent anger. "...May I ask why?"

"You have contributed the most to opposition against my forces. For this, I condemn you to imprisonment. As an example to other lords."

"I was merely fulfilling my agreements with the others..."

"It matters not."

"Will I be offered a chance at freedom, eventually?"

"Perhaps."

"Then I choose..." He trails off, and suddenly throws up his arm, along which lightning is already dancing.

>Easy roll - autosuccess

A thunderbolt strikes you, making you convulse for a second, but the golems are already upon the man. With a swift and heavy hit to the head, he is down. You regain your composure, though your limbs are still twitchy. That was close.

...
>>
>>5868095
In the mansion of the lord of Aemendun, there is a hall for meetings. A tall ceiling and calm blue walls adorned with landscape paintings of the surrounding lands. Wide windows letting inside plenty of light. A round table.

It is here that the lords of the surrounding lands gather. The four of them - five, if you count the tied and gagged Corel Ahenar - are in this hall, around the table. You looked them over in the minute since they entered and greeted you. These are, obviously, no high nobles of Noen, merely rulers of a large town and surrounding villages. This is evident in their far from luxurious clothing - well-worn coats and pants. In their tired, worried faces. Yet these are the men whose support you will need to build an army to rival the forces of the kingdom.

"I want to begin" You say. "by showing you what will happen to those that oppose me."

You move behind the back of Corel.

"This man used much of his power to fund your armies' equipment. He provided good tools for the destruction of my forces."

The lord of Panamaon breathes heavily and sweats. However he may have prepared mentally, he wasn't ready for death. Not yet.

You grab Corel and throw him down.

"Watch."

You lift your foot, encased in the bronze sabaton of your armour, and slam it into his head with a loud

[i]*CRACK*[/i]

He moans with pain. Lightning once again starts dancing around his arms, but it is useless now that he cannot even lift his head to see you. You lift your foot again.

[i]*STOMP*[/i]

His head caves in. There is no more magic inside him now, but he is not quite dead.

[i]*STOMP*[/i]

He is now.

The lords are trying to hide it, but they are definitely shocked. One looks away from the scene. You order the golems to carry the corpse out of the hall. The water elementals wash away the Enchanted blood.

"I hope I made my point clear. You will [i]serve me[/i] or you will [i]die[/i]."

"...What do you want from us?" Asks Kaledorn Noltec, lord of Aemendun and leader of the province itself.

"Whatever you're willing to give up. Your wealth, your men... But most of all, your ruling skills. You will keep lordship over these territories, but you will satisfy any of my demands. If you don't want to end up like the one just carried out, of course."

"Well, it's not like we have a say in the matter." The soft voice of Mavian Rehance, lord of Literon. "Though I think I speak on behalf of everyone here that we hope you will leave us with our most precious hereditary family treasures and enough wealth to live comfortably as rulers... These are not demands, my lord" There is an unpleasant intonation and at the same time, fear and reverence in his voice and expression. "merely requests."

"Watch how you speak." You say coldly. He casts his head down.
>>
>>5868097
You consider their requests... They can't say no to you overtly if you decide to take everything... but perhaps they may harbour thoughts of betrayal. Then again, more artifacts for your personal power and your closest companions may be more valuable. Where to find these companions, though...
>"You will support me in recruiting an army from the population of the province and finance it with taxes from the commoners. Besides that, you will assist in any administrative matters that may be necessary, like providing equipment for soldiers and organizing supply. In exchange, I will leave your family treasures - your artifacts and whatnot - alone. You will also be provided enough wealth to live comfortably."
>"You will give every single treasure you possess to me, in addition to your services as organizers of recruitment, taxation, and logistical support. These are dire times; leaving you alive is reward enough for your service." [Receive several moderately powerful artifacts, mainly weaponry.]
>Write-in

Do you want to meet the lords individually? What will you ask them to determine their worth as companions or administrators?
>Do not meet them individually.
>Write-in
>>
>>5868098

>"You will support me in recruiting an army from the population of the province and finance it with taxes from the commoners. Besides that, you will assist in any administrative matters that may be necessary, like providing equipment for soldiers and organizing supply. In exchange, I will leave your family treasures - your artifacts and whatnot - alone. You will also be provided enough wealth to live comfortably."

Let’s give them a reason to support us.

>write-in
>have them elect a liaison to interface with us

It would be preferable for us to deal with only one of these guys.
>>
>think "yeah this update will be ready in an hour or two"
>8 hours pass in a combo of writing, doing bullshit and suffering
>just finished
>mrw
If the writing is unsatisfactory, this is because I've been a wreck and wanted to sleep a bit the entire day. Hopefully I'll be back in action tomorrow. Good night anons.
>>
>>5868098
>"You will support me in recruiting an army from the population of the province and finance it with taxes from the commoners. Besides that, you will assist in any administrative matters that may be necessary, like providing equipment for soldiers and organizing supply. In exchange, I will leave your family treasures - your artifacts and whatnot - alone. You will also be provided enough wealth to live comfortably."
>Do not meet them individually
These are our middle managers, we just need to know their names and assign them tasks for now.
>>
>>5868099
+1 and what >>5868179 said about never EVER meeting them individually
We are a BBEG starting out and building up. We need to keep ourselves unreachable while everybody else is certainly in our iron grasp should we need them to be.
>>
Voting is closed, seems we have dwindled to only 3 anons, hmm...

This will be a short update, most likely. Also I missed the fact you can use the population to construct you golems. I will tweak the end vote a bit to accommodate this possibility...
>>
>>5868792
still reading, just prefer to lurk desu
>>
>>5868815

Selfish of you to withhold your (You)s anon
>>
Rolled 5 (1d5)

Rolling for something...
>>
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>>5868099
>>5868179
>>5868342
>"You will support me in recruiting an army from the population of the province and finance it with taxes from the commoners. Besides that, you will assist in any administrative matters that may be necessary, like providing equipment for soldiers, organizing supply and the construction of golems. In exchange, I will leave your family treasures - your artifacts and whatnot - alone. You will also be provided enough wealth to live comfortably."
>Do not meet them individually
>have them elect a liaison to interface with us

Excerpt from the diary of Kaledorn Noltec dated 17th of Mercy.

"We met Mephaestus Ferro today. It was a day to remember. After crushing the head of Corel in front of us to punish him for providing equipment to the militia, he requested our services as lords under him.

We agreed, naturally. Not like we had any choice.

The war has taken many men from us. More have died at the hands of the golems. But we will need to raise yet more for our new lord. May Mercy, Love and Hope look over them.

The others have elected me as their liaison with lord Ferro. I suppose it makes sense, since I was the leader of the province before. I am sure it will be hard to work with him. He tried not to show it, but... his eyes when he killed Corel. Full of glee and a sense of superiority. He scares me. But as the lord of Acen, I will have to guide it through these dark times, like my father, and before him, my grandfather in the time of the Lords' War.

At least he did not take Lorntan. The sword remains in the vaults of our mansion. I do not know whether to feel grateful for this benevolence or horrified at being at the mercy of this man.

We have also discussed the methods of recruitment. I stated openly that the men were tired from war and all the volunteers had already marched off back when King Astra himself gathered the armies from the lands. We will have to convince the remaining ones to take up arms somehow..."

>"...In spite of my advice about offering an extra reward for soldiers, lord Ferro decided to use force of arms as an argument in favour of conscription. "I will give them a choice: to serve or to die." He said. This may lead to a rebellion, where I'll have to be careful which side to pick... But perhaps Mephaestus's golems will keep the men-at-arms in check. He ordered the construction of hundreds of new ones, after all."
>"...Lord Ferro agreed to use the taxes and the wealth he has accumulated while preparing his conquest for providing extra pay for the soldiers. This should yield us a thousand recruits, maybe more. Greedy ones, but recruits nonetheless. In addition to the golems being constructed, they will make a fine army."
>Write-in approach to conscripting new recruits
>>
>>5868899
"...I mentioned the prisoners as a potential source of manpower."
>"...Mephaestus offered them a choice between servitude and death. I suppose it fits for prisoners of war, but I still shudder at the cruelty of my new lord."
>"...Lord Ferro decided to free them as a gesture of good will. The people will be happy to receive their sons and husbands back, however few may return. One moment cruel, the other merciful - the tidings of his soul remain an enigma to me..."
>Write-in what to do with prisoners

"Besides that..."
>"...Lord Ferro gave me another task..." [write-in any additional tasks for Kaledorn, lord of Aemendun and your liaison with the other lords, or pass down tasks to other lords]
>"...there was nothing. I will get to work on the missions set before me. May the Goddesses guide me in these dark times."

Kaledorn shared that the province of Acen, which you have conquered, is known primarily for its agriculture and pottery. You should have no problem supplying your armies and constructing additional clay golems. In one of the sparse forests, there is a place of power where thunder often gathers, even during winter. Weapons may be enchanted for lightning strikes there, or the power may be harvested, if there are vessels ready to contain it. There are also undefended stone quarries in the eastern highlands. However, with no ready source of iron, you will have to either go south to conquer the mines in the Corrupting Mountains or find another way of obtaining equipment, like scavenging from dead enemy soldiers or smelting cooking utensils. Of course, all men-at-arms can be given basic leather armour, but the weaponry will be a problem still.

In the belltower, which has been repurposed as your quarters, you ponder your next actions.
>Write-in any other personal or ruling actions you may wish to attempt. Gathering rumours from street kids while without your armour, acquiring ingredients from local markets and attempting the creation of a simple artifact, summoning spells - anything goes, so long as it makes sense in-character.

(picrel is the geography map of the twin continents, with:
Grey = mountains
Rusty red = highlands
Dark red = demonic hellscape of Soldarach
Teal = frozen jungle of Denmoroz
Dark green = forests
Light green = plains and forested plains
Swamp green = jungle
Purple = swamps (Witch)
2 blobs of orange = desert for Meteoric Wastes and arid, rocky plains for Orc Wastelands
Cyan = flooded lands of Celan
Black = ??? volcanic isle
marked in the Noen area are the towns you conquered)
>>
I may close the vote earlier than usual tomorrow since it is more comfortable for me to update in the evening rather than in the middle of the night. Looking forward to your votes, anons.
>>
>>5868900
>>"...Lord Ferro agreed to use the taxes and the wealth he has accumulated while preparing his conquest for providing extra pay for the soldiers. This should yield us a thousand recruits, maybe more. Greedy ones, but recruits nonetheless. In addition to the golems being constructed, they will make a fine army."
money is made to be spent, no point in hoarding it
I'm not sure what to do with the prisoners however, forcing them into servitude will cause problems later down the line if a revolt happens while we're away, and there really is no point in releasing them unless they're carrying our name in terror and making us more widely known
>>
>>5868899
>Write-in approach to conscripting new recruits
Empty the prisons of the most violent offenders. Bandits, highwaymen, murderers. Those who would hold long grevainces against this society. If they swear undying allegiance to us and serve us faithfully and professionally, they will be well rewarded. And if there's betrayal from the Lords, they will be given the right to pillage their lands and holdings as they see fit. Unprofessional conduct, disloyalty and desertion is of course punished by long and painful torment or death.

To be fair I don't know how good this write in is, though I feel it's still better to attempt to recruit people who would hate the Lords and the commonfolk of this land for imprisoning them rather than hire people whose only motive is coin. The latter can be swayed by the Lords if they just offer them more coin, the former not so much. The problem with hiring prisoners is that we have to keep them in line so they don't antagonize the citizenry, which could be difficult since we can't be everywhere at once.

I can see myself swapping over to just paying extra for recruitment instead if there's no traction for this. It's a simple enough solution, we just have to ensure we have more coin than the Lords do to maintain loyalty.

>>5868900
>"...Mephaestus offered them a choice between servitude and death. I suppose it fits for prisoners of war, but I still shudder at the cruelty of my new lord."
>"...Lord Ferro gave me another task..."
Materials. For Golems. For Arms and Armour. For construction.

>Write-in any other personal or ruling actions you may wish to attempt
I assume we've made Aemendun our center of power. Find a good location to construct our stronghold, the Fortress Forge™, for all our crafting and security needs. Somewhere defensible. If the city lies next to, or on both sides of the river, see if there's islands in the river itself large enough to house a fortified structure. If there's a keep in the city for example we could also demolish and replace that. Nothing quite says a change in management than a proper house cleaning of old government property.
>>
>>5868926

I’ll support this anon’s write in
>>
>>5868926
+1
>>
>>5868926
+1
>>
>>5868922
>>5868926
>>5868930
>>5868936
>>5868953
So the consensus seems to be
>Release criminals to fight for you, harshly punish for disloyalty of any kind
>GET MATERIALS KALEDORN
>Serve or die for prisoners of war
>Start constructing fortress
There may be some problems with this approach.

Regarding the criminal release, this will probably not yield many warriors for you to work with. I couldn't find info for number of prisoners in medieval times, but there's about 100 000 people in total living in the province or any major city (marked with big dots on the map, NOT towns you conquered, these are included in the 100 000 province population), and if we take modern moderate-high numbers per 100 000, then that's 400 criminals overall. Which is not much. If we factor in the slaves, there could be more... but these are property of their owners, or debtors, or possibly not criminals at all.

You can reliably control about 2000 golems and elementals yourself and Shooshe can direct another 300. I won't tell you how many minions you need to take a major city, but a typical army of a nation in this world is about 10000-15000, if the records are to be trusted. These are, however, only major armies that go around conquering things, doing battles, etc. there is probably one or two of these after the king gathers men from around the lands.

Consider that when you decide the forces you need to conquer a walled city. Also I will say that though it may appear that this stage with ruling only one province is meant to go on for a long time, this is really only a stepping stone to conquering major cities one by one. The armies of your enemies are clashing nearby, and it would be beneficial to move quickly, while they are weakened and busy... Constructing a fortress in this town, however important it may be for the province, may be just a waste of resources and time if you could just move to a city's central fort.

Regarding materials, I also wanted to say that perhaps Kaledorn, your liaison, will be at a loss, since, as he said, there is no source of iron to be found and developed here, that would require conquest of the southern mines, and you wouldn't give him any soldiers. But I suppose he will have to invent some method of getting it covertly if he doesn't want to incur your rage...

Consider these notes, if you still wish to proceed with these plans, I will finally skip some months and outline the results and RUMOURS you may receive from the north hehe, but if you want to change, I will give you another day to vote for changes...
>>
>>5869498
I am honestly not sure I should be telling you this (about the direction the quest is supposed to go in with conquering major cities quickly etc) since the last time I tried to help the players they made things even worse lol and technically our BBEG Mephaestus may indeed be slowly conquering, but I just don't want the quest to end when you just finished preparing your second conquest and suddenly there's a major army that finished its clashes with the enemy (Celan/Noen) and now directs its attention at you.

Perhaps I really should have created an advisor companion girl like I planned initially...
>>
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>>5869501
I'm sorry, but were we supposed to know about any of these things? Because having read back it seems most of the details you've given hadn't been supplied to us prior to the choice. Ponomaon was described as having ready access to Iron, but now it suddenly has no resources and we must go further south to secure them. Did the city just stop trading in Iron and dump anything that was left in the river the second we took over the province?
And looking at the map we've conquered a large swathe of land along the river, including several named cities, so I expected there to be more criminals than the thousand recruits our coin would get us. But only after the choice is made do we get the actual population statistic of our region and possible recruitment pool from prisoners. Should we just have known there'd be only 400 elligible prisoners in all our land for the write in?
We're now also told after the fact that proper consolidation of our territories is a poor choice because the King could be back any minute now and we should hurry up and capture more land before then. Are we supposed to guess that the King will soon return from the only mention of him being that he took volunteers to fight a war an undisclosed amount of time ago?

We don't have access to your QM notes, we can't make choices based on things you don't tell us.
>>
>>5869501

QM, just have all of these context details shared with us by Kaledorn in-character so we can vote accordingly and call for a new vote, ez pz
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>>5869585
>mfw I wake up to find out I fucked up big time and the players actually don't know anything
Ok, first of all thanks for pointing this out, I evidently was expecting divination powers from you anons or something idk what I was thinking. Probably sacrificed transparency for ebin scenes and perspectives. I will now answer everything and give all the info I can for you to make an informed choice (maybe even in-character as the >>5869754 anon suggested). Please standby.
>>
>>5868922
>>5868926
>>5868930
>>5868936
>>5868953
>>5869585
>>5869754
>>5869992
After the meeting with the lords, you dismiss them, except for Kaledorn, and get to work. First of all, the data about the province is to be assessed. At your request, lord Noltec and the clerks of the miniature keep (more like a single tower at the centre of Aemendun) pull up the ledgers and records.

"As I said" Kaledorn begins, pointing out lines in a thick book titled "TRADE". "the province mainly produces and exports agricultural products and pottery. We were a fairly important node of trade between the north and the south before the war, and indeed, Ponomaon had ready access to iron from the southern mines near the Corrupting Mountains, but with your takeover, trade with them is cut off due to the hostilty of your... our revolt to the King's rule. It will require a an expedition to the south for us to capture the mines and obtain a wealth of iron, at the same time depriving the rest of the nation of its major source."

"Ponomaon does, however, possess some reserve of iron, the majority of which was exhausted when the war began, but it should be enough to arm 500 militiamen. I could also try to organize smuggling caravans to the mines, make it seem like we're the King's traders while really shipping the iron to our lands. Besides these resources, there are stone quarries in the eastern highlands, which may be used for the construction of golems."

(QM note: good idea about the reserves, I had completely forgotten there may be some, let it be so.)
>>
>>5870012
"The province" Kaledorn continues, sifting through the pages of books labelled "CENSUS" of various years and "POPULATION". "possesses about 200 000 men, women, and children in total. That includes the towns of Literon, Aemendun and Ponomaon. There about 2000 criminals in our prisons, of which about 1000 are those you requested - bandits, highwaymen, murderers, and others with heavy crimes. It would be best to supplement these with recruitment from the general population or a large golem army if you were to create an army that would be capable of conquering a major city. The latter would pose no problem due to our access to clay and stone."

"Regarding taxes, we receive enough to pay and upkeep 10000 foot soldiers like men-at-arms or 5000 cavalrymen. If you wish to provide additional pay to soldiers and organize recruitment in this way, you will be able to sustain 6000, and about 2000 will most likely answer your call from the general population."

(QM note: Recalculated, this is the correct and final info on population and army sustainment. In spite of how it seems that these towns - Literon, Aemendun and Ponomaon - are important due to being named and marked on the map and all that, they are, in fact, quite small. They are named and marked because they are all you have right now, to give you an idea about the extent of your domain. In reality, these are about 20-30k in population. The real BIG BOY LARGE CITIES with 100k population each are marked on this map >>5861404 with big dots and names (NOT small dots). Generally speaking, the population density in this world is very low, by my approximations there's only about 40 000 000 people in total. About half is concentrated in big cities, while the rest are spread out in the wilds and countryside.)

"Another notable place is the altar of Ulbranc Tolodar. It is a place of power for lightning and thunder magic, which may be harvested with suitable vessels and artifacts."

As you receive this information, you ponder your next moves. You estimate the King of Noen will be busy fighting the Celanians in the north for another 2 years. After that, depending on the outcome of the battles, you will have a moderately or heavily weakened enemy returning from the war to take back the lands you've conquered. They will probably have bad equipment due to you cutting off their supply of iron, and not so good morale due to having recently fought an exhausting war. However, they will still have their mages, which you will have few of. You estimate you will need about a 6000 strong army if you want to face the enemy somewhat confidently, perhaps less if you were to defend in a walled major city.
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>>5870013
(picrel is map with scale and iron mines location for reference)
You review the plan you had in your mind:
1. You will order the release of the 1000 highwaymen, bandits, murderers, etc. to serve you in exchange for total loyalty. You will begin training of these men into a capable fighting force immediately.
2. You will offer the prisoners of war from your takeover of the province the choice to either fight for you or die.
3. You will order Kaledorn to organize ready access to materials for warfare, construction of golems, forging of equipment, etc.
4. You will start constructing additional golems up to the possible limit of your control (2000 for you and 300 for Shooshe the water spirit).

Do you commit to this plan or do you wish to modify or add something to it?
>Commit
>No, modify [write-in]
>Request additional information [my memory is shit, write-in anything else you want to know]
>>
>>5870014

>Commit

Let’s go for it.

QM, can we make IRON golems? Taking the mines should be our priority if so.

We only need one really big Iron golem to smash down gates and walls…
>>
>>5870046
Yes.
>>5870013
Some more explanations that are not critical now that I thought for some more time: you may wonder why, even though the enemy is moderately/heavily weakened, you still have to have 6000 soldiers to face them. This is because, for example, a 15000 army (regular for this world) losing HALF its soldiers, which I would consider heavily weakened, is still 7500. Consider the other factors (equipment, mages, morale) and it amounts about equal or weaker to 6000 of your potential men-at-arms. Do keep in mind that the manpower reserves of the cities in the north (I am assuming here that you won't have the time to take them) may not be completely exhausted, so there may be reinforcements. Equipping them with the iron deficit will be a problem though... Basically there are a lot of factors and it's only possible to predict the core of what will happen, with the details requiring Intelinexial magic to keep track of your enemies.
And that's only talking taking over the Noen lands. Perhaps you would prefer to cross the rivers, hire some water mages and locals to help your troops with water movement, and strike the core of Celan. This is a whole another direction of conquest...
>>
>>5870014
>Commit
Next step after this should probably be securing the mines, probably as soon as our Prison Militia is in a decent enough state to march. After that is done, taking Halner after we've crafted additional golems is most likely the best choice. With both Rivers under our control we'll have effective control over much of the south and can probably secure all of the Souther Peninsual before we have to deal with the return of the king.
>>
>>5870014
>>Commit
>>
The plan is determined. Writing now...
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>>5870046
>>5870156
>>5870888
The next three months pass in a haze of activity. There was some misbehaviour at first among the outlaws you released, but it quickly stopped when you killed the offenders in front of their squads with death by a thousand cuts.

300 of the prisoners you captured in the initial battles with the militia agreed to join your cause. The fate of the rest was death.

You employed the assistance of the militia commanders to train your criminal force. Both sides weren't happy, but put up with it for fear of punishment from you. You kept your distance, only suggesting ideas for spear practice occasionally.

However, over time, reports of some special warriors reached you through the captains...

Deciding to investigate yourself, you covertly observe the archery practice from the shade of the overhang in the training grounds. There are several archers loosing arrows at targets some tens of metres away. Most hit the wooden targets reliably by now, but one man stands out among them.

Dirty blonde hair tied in a ponytail to clear vision, he draws the bow with mighty arms. There is no doubt, no shaking of the muscles - he looses an arrow, and it hits the bullseye. He repeats the result. And again. And again. And again.

"Watching him gives quite the impression." One of the captains says, approaching you, bowing in respect. "His name is Truvor. He's been this good the moment you let him out of prison."

"Interesting." You only reply. The blonde archer briefly looks your way, wiping the sweat off his brow. He returns to practice a few more shots immediately.

Another day, another practice session. You're observing a sparring match between two swordsmen. Well, it'd be a lie to call it a match. It was more like a one-sided beating.

One warrior whose face you can't see disarms his opponent time and again. It is like he can read every swing, every movement, and he punishes any mistake mercilessly.

"Give me a break, Sive. Could you tone down your skill at least a bit? I'm trying to learn here, and you just..." Begs the exhausted swordsman.

"We improve when faced with adversity. Get up. I'll explain your mistakes again..." The superior soldier smiles, and offers his partner a hand to get up.

Yet another day passes, and you're watching horse riders. In an open field, they're practicing manoeuvring and moving in formation. The horses are fresh and eager to run today; the riders silently waiting for commands and swiftly executing them. A series of sudden turns pushes the riders into disarray, and only a single man manages to direct his horse correctly with the captain. He seems one with the animal. You heard he was called Jimerey - one more name to keep an eye on.
>>
>>5871388
These observations, however, only last a few days. Soon enough, you're back to your usual activities - some hours every day are dedicated to the cutting out of golems with your Chisel. With your touch, the lifeless husks are animated, moving with hidden, unseen power flowing from the condensed material of their cores deep within their rocky chests.

You manage to create 150 golems in the 3 months of work. Besides them, you empowered 1000 clay ones the common folk built - a trifle task for many thousands of workers. Every day, you funneled all the power you could afford to into these earthen men, and soon enough, you had a true army.

There was a problem with equipping the bandits, since there only was enough iron for 500 men. However, Kaledorn cunningly solved this issue by scavenging whatever equipment was left on the corpses of those perished in the initial battles for the province with your golems. After months of work, of the hammering of red-hot metal into swords and the casting of armour, you have finally equipped everyone.

Rumours arrive from the north. It seems the Celanians have inflicted a crushing defeat upon the forces of Noen. Noenian king, Astra, is in full retreat into the depths of the country with his army. The war goes on...
>>
>>5871390
How many of each soldier type did you order the training of?
>A regular, balanced army: 400 archers for skirmishing, 500 swordsmen and 300 spearmen for the bulk of your forces, and 200 light cavalry for flanking and quick strikes around the battlefield.
>Specify another ratio of soldiers [write-in] (You may add other troop types, but nothing too complex, these are regular warriors, not special units)

The 3 strong warriors - Jimerey, Sive and Truvor - are gaining renown among the men and captains with their skill. Is there something to be done about them?
>Elevate them to your personal guard.
>Elevate them to commanders over cohorts. Their expertise will be valuable in battle.
>Keep them as champions on the frontlines. They are most useful in the midst of battle.

Talk with them personally to build a working relationship?
>Y
>N

Your total army now is:
1000 bandits (unspecified specialisation)
300 militiamen (unspecified specialisation)
1290 clay golems
150 greater stone golems
70 each of air, water, and fire elementals
Shooshe - water spirit, mage of water
(I think that's all, unless I miscounted)

What is your next direction of conquest?
>Attempt to take a major city - Halner is the nearest one, it is known for the woods surrounding and to the southeast of it containing some mythical beasts like the spirit bears and tatzelwurms. There are many bowmen - hunters - here, many of which have probably answered the call to arms of the king.
>Go south and secure the iron mines. Besides providing you with a source of iron, conquest of a new area would allow conscription of additional population for your army.
>Take a risk and go west. If you find water mages to support Shooshe, you would be able to go through the flooded lands into the core lands of Celan while their armies are busy conquering Noenian lands in the north. Here, you may find more population to conscript, as well as places of power abd shrines for water magic, granted by the cursed river. Though you're not sure if there are any, you heard some rumours...
>Write-in

If you have any other plans or directives, feel free to
>Write-in
>>
>>5871393

>A regular, balanced army: 400 archers for skirmishing, 500 swordsmen and 300 spearmen for the bulk of your forces, and 200 light cavalry for flanking and quick strikes around the battlefield.

I’m envisioning a “real” army of mortal men beyond our golem soldiers, best to keep as a balanced force.

>Elevate them to commanders over cohorts. Their expertise will be valuable in battle.

We need inspiring men in command if we’re going to be convincing other mortal men to follow us. Legendary generals is the best way to do it.

>Y

Yes, we need to convert them into loyalists.

>Go south and secure the iron mines. Besides providing you with a source of iron, conquest of a new area would allow conscription of additional population for your army.

More iron, more soldiers and we don’t go up against a big threat until we’re ready
>>
>>5871393
>A regular, balanced army: 400 archers for skirmishing, 500 swordsmen and 300 spearmen for the bulk of your forces, and 200 light cavalry for flanking and quick strikes around the battlefield.
>Elevate them to commanders over cohorts. Their expertise will be valuable in battle.
>Y
>Go south and secure the iron mines. Besides providing you with a source of iron, conquest of a new area would allow conscription of additional population for your army.
>>
>>5871393
>A regular, balanced army: 400 archers for skirmishing, 500 swordsmen and 300 spearmen for the bulk of your forces, and 200 light cavalry for flanking and quick strikes around the battlefield.
>Elevate them to commanders over cohorts. Their expertise will be valuable in battle.
>Y
Can we also craft a relic weapon for each of these warriors as a boon and a status sign of them being elevated by us? Can we also infuse these weapons with a corrupting influence, a lá the Rings of Power that Sauron created, that would slowly make these three warriors stronger but also eventually incapable of disobeying us?
>Go south and secure the iron mines. Besides providing you with a source of iron, conquest of a new area would allow conscription of additional population for your army.
More resources = More better for us and more bad for the King.
>>
>>5872101

Turning our commanders into Golemwraiths would be cool, I agree
>>
>>5871393
>A regular, balanced army: 400 archers for skirmishing, 500 swordsmen and 300 spearmen for the bulk of your forces, and 200 light cavalry for flanking and quick strikes around the battlefield.
>Elevate them to commanders over cohorts. Their expertise will be valuable in battle.
>Y
>>
Voting closed, but update will arrive tomorrow.
>>5872101
>rings of power
Yes, it is possible with the right ingredients and/or some access to a source of mental magic. You will probably have to investigate the archives of some major city or consult an expert (cartographer) if you wish to determine the location of these kinds of places... or obtain a companion with mental magic proficiency. Maybe I will offer an encounter in the towns of the mines, though not necessarily the kind you seek.
In the mean time, you can give them a generic +1 power artifacts or lightning enchanted weapons if you'll use the altar of Ulbranc Tolodar.
>>
>>5872137
Okay, so we can make corrupting artifacts as long as we have the right materials or someone that can wield mind magicks. Good to know for the future.

>"In the mean time, you can give them a generic +1 power artifacts or lightning enchanted weapons if you'll use the altar of Ulbranc Tolodar."
Taking our new commanders on a road trip to the Altar and infusing their gifted weapons in front of them before we head towards the mines sounds like a good way to do the "Talk with them personally" bit, if the other anons agree to it.

>>5872104
I don't know if I want them to become golemized, but the idea is to get some way to command the absolute loyalty of the strongest mortal warriors we gather. Since we're on a quest for absolute world destruction, I forsee that eventually we'll run out of willing mortal servants and must find some way to ensure loyalty. Corrupting influence from a magic weapon seemed like the go to since we're a magi-smith, though eventually I want to find some way for us to unlock Necromancy to replace the armies of mortals we'll have at the start. That'd free us up to make more powerful Shock Troop like golems while the Undead can fill out the rank-and-file of our armies.
>>
>>5872141
I will explain the basics of magic tomorrow (there's actually nothing except basics there). I've been meaning to do it for a while but kept forgetting every time. I will also explain the method with which you're planning to destroy the world as well. Let this post be a reminder for me.
>personal talk
I thought maybe you would want to talk with them individually, but it may be done as a group meeting, yes. The expedition south will probably be delayed for a few updates while you deal with your newfound talents.
>>
>>5872137

Based, thanks for clarifying.

>>5872141

Agree with your thoughts anon - “golemwraiths” was not a serious suggestion.
>>
I am sorry anons, I've literally been making circles in my flat and doing bullshit for 7 hours now trying to think of things to write but the flow just doesn't come, can't concentrate at all, mild headache doesn't help. Winter and the absence of light is really getting to me. I will try again tomorrow, update will arrive whenever I pull myself together. Sorry again for letting you all down.
>>
>>5872870

No pressure OP.

I’ve often felt that writing is easier for me if I consider what the MC and supporting cast wants and how they would go about getting it. My quest would sometimes “write itself” once I had determined this
>>
Merry Christmas, anons. Tomorrow for sure...
>>
Alright, let's fucking go.

Magic works by rote memorization of certain thinking patterns. These thinking patterns are fairly simple: they consist of willing the world to bend to your will in a kind of trance-like state. It takes months of meditation and unsuccessful attempts before first results become visible, since not all people can clear their mind and concentrate fully on the task at hand that easily, so most give up before that, but when it "clicks", it becomes easier to learn further spells.

The division into magical paths is not strict. A mage may learn a spell of ice shards, a mental magic spell which makes people fall in love with him, and a necromantic casting pattern to raise a skeleton all at once, but most specialize in one or several paths, in which they obtain expertise. This is because, like with all learning, similar in their core spells are easier to learn. It is much easier for a necromancer that knows how to raise a skeleton to learn how to raise a ghoul than learn how to alter the luck of a certain individual with astral magic.

Besides that, most mages are limited in the number of paths they learn because, like muscles, without constant reinforcement, knowledge degenerates and spells get forgotten. It doesn't help that occasions on which spells may be practised are common for some paths - earth, for example, is found everywhere you walk - while for others, you basically have to get them right away, which makes their users more difficult to encounter. Luckily for you, your madness gives you an ample learning advantage over the others. When at your peak, you can learn paths very quickly.

Wanted to write something else as well but forgot, maybe I will remember later.

(1/6)
>>
The method you will use to destroy the world is fairly simple. First, you need to implant into places of power anchor artifacts that will channel the energy of these places towards your needs. These places of power are the site of the Great Star Tower of Sororis, the Infernal Gates of Soldarach, Lus - City of the Fall of Nephilim, the Pillar of Magic in Crux - capital of the empire of Arher, and finally, Temple of Mages in the Meteoric Wastes. After you place the artifacts channeling their power, you will need to journey to the Temple of Mages and perform an ancient ritual that will involve a lot of sacrifices and culminate in the destruction of the world. It is a simple and straightforward, although hard, plan.

(2/6)
>>
>>5871403
>>5871742
>>5872101
>>5872105
>A regular, balanced army: 400 archers for skirmishing, 500 swordsmen and 300 spearmen for the bulk of your forces, and 200 light cavalry for flanking and quick strikes around the battlefield.
>Elevate them to commanders over cohorts. Their expertise will be valuable in battle.
>Y
>Go south and secure the iron mines. Besides providing you with a source of iron, conquest of a new area would allow conscription of additional population for your army.
(QM note: small correction in warrior numbers - while there were 1300 warriors in total, the sum of those I counted when offering the balanced army choice adds up to 1400. I will just remove 50 archers and 50 swordsmen from the count, shouldn't affect the balance too much.)

It is raining today. Not the warm summer rain, but the chilling rain of autumn. It crashes against the keep's windows and the streets of Aemendun.

The rain washes away the filth and dust of stone-paved streets. It soothes your suffering, mad soul. It is when it rains that you gain moments of clarity and become grimly aware of the things you did to get where you are now. But these doubts will leave with the rain as well, leaving behind a pulsating, painful hatred.

You expect the talks to be short. There's not much you can either say or ask.

First up is Truvor. He enters as quietly as the heavy boots allow him at the appointed time.

"My lord." He greets you, bowing slightly.

"Take a seat." You gesture towards the chair. There's not much in this room. It takes up the majority of this floor, but the keep being a tower, the room is still quite small. Calm landscapes and one battle scene adorn the stone walls. There's bookshelves with documents and ledgers about the current state of affairs in the province, as well as a couple of tables with seats for officials to work at.

At the opposite sides of one of these, you and Truvor sit in sturdy wooden chairs.

"I know your name, but I'm not sure you know mine." You begin. "I am Mephaestus Ferro, the new lord of this province and soon, possibly more than that."

"It is an honour to meet you. Why did you need me here?" Truvor asks, calmly meeting your fierce gaze.

(3/6)
>>
>>5875634
"I wanted to know more about the best archer of the highwaymen I released to make up the bulk of my forces." His face doesn't move an inch in response to praise. He simply averts the eyes, looking out of the window at the rain. "Tell me about yourself." You continue. "Where did you grow up? What drove you to banditry?"

"...I come from a poor family from the slums of a big city." He begins after a pause. "My mother was a prostitute, my father - a labourer. I'd scare the nobles' kids with my strength and get into many fights. Little education, few silver. Got into the guard and practised all day with the bow, but they didn't pay much. Not enough to..." He pauses. "settle some debts. So first, I became a hunter, then a warden of the... a bandit. Not many people know how to survive and find someone in the woods. Didn't manage to do much harm, so they spared me the death penalty. Then you released me." Truvor finishes.

"What would you want for your loyalty?" You ask.

"Money." He responds simply.

"How much?"

"A lot. 120 gold - 120 monthly soldiers' wages should be just about enough."

"For those 'debts'?"

"Yes."

"To whom do you owe this much?"

"Some bad people." Truvor looks away again.

"I see." You lean on the back of your chair and think a bit. It would be a simple affair to provide him with this much gold, but would it be truly beneficial for his loyalty? Couldn't he just make off with the money?
>Tell him you will give him the gold at his request whenever he gets in contact with these people and is ready to pay them.
>Tell him that with an army like this, you can destroy these people easily. No lender - no debt. Offer him help in eradicating any threats to him.
>Promise him gold if he serves well.
>Write-in

(4/6)
>>
>>5875635
Next is Jimerey. The rider enters the room some time after Truvor leaves. His rapid and loud footsteps are audible on the stone floor of the keep even from beyond the door.

"My lord." He says, bowing, long brown hair falling down and obscuring his piercing eyes.

"Take a seat." You say once you notice him throw his body back up and stand at attention.

With greetings out of the way, you ask him what you asked Truvor.

"Tell me about yourself. How did you step on the road of banditry?"

"I was" He begins, his voice deep and raspy, like some nuts being cracked every second. "raised by a family of horse breeders. Got used to dealing with horses quickly. Wanted to become a cavalryman in the army. But... things changed. The Enchanted... they left my family grounds in disarray after we refused to sell our horses and business for a trifle part of their true cost. It was a dirty affair. The poor horses... These are noble animals." His voice becomes softer for a bit. "They didn't deserve to get caught in our conflicts and arguments." He pauses, looking down, then raises his gaze and resumes in his regular, clear voice. "I became a bandit after to get back at the Enchanted. Our group hoped we'd see another rebellion soon. But they imprisoned us faster. The lads are okay now, we're riding together, thank the Goddesses for that."

"What would it take for me to secure your loyalty? Do you desire anything?"

"Ruin of the Enchanted." He responds immediately, almost talking over you.

"Well, it would be difficult to uproot the entire system. Anything besides their total destruction you'd like?"

"...Rights for the commoners, then. Make them equal to nobles. Or rather, make nobles equal to commoners."

You examine his rough face, etching the details into your memory, then meet his eye and respond after some deliberation...
>"It will be done."
>"I cannot promise that. More rights for the commoners would be fine, but the ruling structure must remain." Tactfully omit that you're working with the lords of Acen.
>Write-in

(5/6)
>>
>>5875637
The last visitor is Sive, the swordsman. He enters silently and quickly.

"Pleasure to meet you, my lord." He bows, like others.

"Take a seat." You repeat for the third time today.

"Thank you." He responds and sits down. The way he moves the chair, his walk towards it... you can't quite pinpoint how he moves. Swiftly? Confidently? There is no precise word...

"Why did you call me here today?" He asks, a light smile on his face. This is the first time in a long while that someone's smiled around you. Is he mocking you? You can't tell.

"I know your name, but you may not know mine." You say. "I am Mephaestus Ferro, the new lord of this province. I wanted to know more about the reportedly 'best swordsman in the ranks'."

"I know your name, in fact." He responds, no longer smiling. "I overheard it when some of the commanders were talking. The best swordsman in the ranks... I am pleased to hear they evaluate me so highly."

"Tell me about yourself. What is in your past? How did you step on the path of banditry?"

"What is in my past, indeed..." Sive begins, the corners of his mouth slightly raised again. "There is not much to tell. I am a simple man from a simple family of labourers. I suppose my soul was predilected enough to the sword that it was easy for me to learn. As for reasons for banditry..." He seems to think for a moment, again stopping smiling. "Lust for gold, I guess. That's a good enough reason, isn't it?"

"I see. What would it take for me to win your loyalty? Gold? Status? Do tell me anything you would like."

"Hmm..." He seems to think for a moment, his gaze darting around the room. "Let me have some time off once in a while and don't observe me. I've got things to do around the entire country. Oh, and also treat the lads well. They're good people."

You lean on the back of your chair in doubts. He looks at you attentively. You examine him in turn. His hair is short and black, his face fairly proportional and handsome. What could he be after?
>"Fine. You will be offered a chance to do whatever dealings you wish to engage in every month and whenever battles and sieges happen. You won't be observed. I do hope you won't undermine my rule."
>Same as above, but lie and actually pick out the sneakiest soldiers and have him monitored during his time away.
>"I cannot do that. I don't trust you enough to let you go on your own somewhere out of my sight. You're a soldier, and should expect to be at duty at all times."
>Write-in

(6/6)
>>
>>5875640
>whenever battles and sieges happen.
This is supposed to mean he will participate in battles, but after them he will be let free for a bit. Thought I should clarify.
>>
>>5875635

>pay Truvor outright

>"I cannot promise that. More rights for the commoners would be fine, but the ruling structure must remain." Tactfully omit that you're working with the lords of Acen.

Maybe tell him that this would have been done in stages, over time?

>Tell Sive that he can go wherever he wants, but he should expect to be tailed. We will be keeping tabs on him and he’ll have to deal with it
>>
>>5875640
>kill T's debtor's. Offer gold if he is successful in the south.
>Tactfully omitt that we're working with the lords. "OH they will all die once I've squeezed them dry. Get me the iron and it will come about faster. I'll even let you and your boys do it with their own hands. However you want.
>sive sure whatever we aren't afraid of a single mortal.
>>
>>5875635
>Tell him that with an army like this, you can destroy these people easily. No lender - no debt. Offer him help in eradicating any threats to him.
>>5875637
>"It will be done."
>>5875640
>"Fine. You will be offered a chance to do whatever dealings you wish to engage in every month and whenever battles and sieges happen. You won't be observed. I do hope you won't undermine my rule."
>Addendum for Sive - plan to create and plant on him a subtle enchanted device to observe him with later on. Not now, but down the line.
Maximizing destruction will go a long way to quelling our thirst for it. Leave us in control.
The enchanted device could be a few different things. Maybe we could even use golemancy and enchantments together to make a false ladybug we can watch him through.
>>
Hello anons and belated happy new year. I planned to post on NYE but fell ill with a flu literally on the day itself. Hopefully I can get better and return to writing posts soon.
>>
The flu was lengthy and came back once after I thought I had recovered, but I am okay now. Thanks for your patience, let's get rolling again. If anyone remains here, that is.

Some more info on magic and stuff that I forgot to write last time:

Mages cannot cast magic forever. They possess a certain magical reserve inside themselves that grows with the mastery of the mage and training by way of meditation. You possess enough magical power to cast 3 major spells (e.g. wall of fire, raise 200 skeletons or so for necromancy, great misfortune for astral) of any path in which you are strong or 6 minor spells (e.g. a single fireball for fire, raise 20 skellies for necromancy, minor luck altering for astral) of any path in which your are strong or weak. This will increase as your dominion grows and mastery of magic rises.

I forgot to address the point of consolidation mentioned here >>5869585.

Consolidation is mostly unnecessary since you opted for preserving the previous system of power of the Enchanted nobles. Basically what you did is replace the topmost power, the king, with yourself, while everything down on the ladder from you remains the same. Though I suppose the people may be discontent with abandoning their king, they are very easily convinced by force of arms and recent victories.

(1/3)
>>
>>5875663
>>5876003
>>5876115
Different votes, I tried to find a middle ground.
>Kill Truvor's lenders.
>Promise to do the dismantling of the system in steps for Jimerey.
>Agree to Sive's request for now, but potentially create a device to spy.

...

"Any shady organization that lent you money will be no match for us by the time we reach any big city, or even now, really. We will simply kill your lenders and annul your debt."

"That... would be fine as well. Thank you." Truvor lets a small, reserved smile on his face.

...

"We cannot destroy the system outright." You say. "But we can dismantle it in steps. Would that be fine?"

"Not the best outcome I could hope for, but still a tremendous favour to the common people. You'll have my gratitude if you'll go through with this. And for now, you have my sword." Jimerey answers.

...

"Fine. I will let you go on with your business after battles and some time each month. You will not be observed. I hope you won't undermine my rule." You say, making up your mind to create a spying device at the same time.

Sive raises his eyebrows.

"Hm. Didn't expect this kind of answer, but that's great. I do not wish for your defeat - that I can say for sure..."

(2/3)
>>
>>5888076
...

With the warrior meetings over, you get back to work. The next few days are spent in the smithy and woodworkers' workshop. The ring of steel as it bends under the strikes of your hammer and the texture and smell of cut wood - you have never forgotten, but it is refreshing to feel them again.

Soon, they are ready - a bow, a lance and a sword. You call upon your warriors once more and begin your trip to the place of air magic power. A short while later, you arrive at the site of the altar. Even from afar, you can feel it. Your hairs stand from the tingling sensation of static electricity in the air. A hundred metres more - and you start regularly noticing pain from little shocking arcs in the air. Finally, you see it. Amid the trees stands a altar of stone, simply rectangular in form, its body encasing gems and metals of all sorts. Perhaps you could harvest them. Whether the destruction of the altar would be worth the resources you would gain from it is up to debate. This is not the time to decide that, anyway.

You place the weapons on the altar and start your spell. The electric arcs already present in the air begin condensing around your arms, first simply dancing along them, then pouring into the weaponry. After a while of this charge, you feel the sword, lance, and bow are full, and let go of the energy. Everything returns to how it has been.

You take the arms and give them out: lance to Jimerey, bow to Truvor and sword to Sive.

"With this, you shall conquer." You say as they look over their new weapons.

Thanks are given. The journey back is short. Amid golden autumn, you prepare to head out towards the south.

>Any final preparations before you begin your campaign to take the iron mines? The province containing the mines is about the same in power to the one you conquered, if comparative info is needed.
>Do you leave a garrison to keep hold of the province in your absence? If so, how big? Refer to >>5871393 for number and composition of your forces.

(3/3)
>>
>>5888078
Garrison 100 swordsman 100 archers.
>nope time to go
Welcome back.
>>
>>5888078
>>5888174
+1
welcome back QM.
>>
>>5888174

Support and welcome back. I’m pretty sure I had the same cold (but not covid, apparently) and it was rough
>>
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215 KB JPG
>>5888174
>>5888522
>>5888579
Sorry anons, I linked to old info for the army. Your actual composition is mentioned here >>5875634 for humans and the post I linked originally for constructs and magical beings. It is 350 archers, 450 swordsmen, 300 spearmen, 200 light cavalry, as well as 1290 clay golems, 150 greater stone golems, 70 each of air, water, and fire elementals, Shooshe - water spirit and mage of water - and 3 great warriors: archer Truvor, cavalryman Jimerey and swordsman Sive with their lightning-enchanted weaponry.
>Garrison 100 swordsman 100 archers.
>nope time to go

You garrison 200 soldiers in total. A miniature force in comparison with the size of the province, but it should be enough to control it in your absence - fear of your rule is still palpable among the populace.

The rest of your army marches south. The first few days after crossing the border between the provinces of Acen, which you control, and Orsora is rather uneventful. The scouts report villages early and they surrender without a fight. However, soon enough word spreads and you receive reports that men of the villages you enter have left for an assembly point somewhere deeper in the province.

Many trees stand naked now, and the cold autumn rains discourage your troops sometimes. Still, you march on towards the administrative centre - the town of Darlan, central among the three mining towns in the south of the province. (QM note: refer to >>5870014 for map and the position of iron mines)

Not long after, about 15 days since the crossing of the border, you receive reports of an army marching a couple dozen kilometres away. You quickly dispatch scouts to find a suitable position for battle. They report the enemy army is inferior in number, about 1000 men or so. They do not know the precise composition. Perhaps this could be arranged to be resolved without blood? That will have to wait, for now you have to take a favourable position.
>Risk it and try to take a hill. [roll for better positioning]
>Meet them in forested plain near the north-south road leading through the province. [no roll, equal position]

Attempt negotiation with the enemy?
>Yes, send a messenger.
>No, if they run, you will simply take them prisoner.
>>
>>5889033
>Meet them in forested plain near the north-south road leading through the province. [no roll, equal position]
Have humans sit on hill array our calv and golems to hem in the army.
>Yes, send a messenger.
>If you surrender I'll guarantee your families lives. Imply that this is only half our army and the other half is ready to butcher everyone that surrendered already. "I don't need them for production I can have golem do that."

>Also those that surrender and join us will get good positions in our forces and government.
>>
>>5889065
>Meet them in forested plain near the north-south road leading through the province. [no roll, equal position]
Have humans sit on hill array our calv and golems to hem in the army.
>Yes, send a messenger.
>If you surrender I'll guarantee your families lives. Imply that this is only half our army and the other half is ready to butcher everyone that surrendered already. "I don't need them for production I can have golem do that."
>Also those that surrender and join us will get good positions in our forces and government.

Your army moves swiftly, ranks of soldiers hurrying to take position against the enemy. Like a swarm of ants, they scurry through the barren, dirty fields, still wet and muddy from rain. The golems fare much better than humans - the constructs do not feel the sting of cold air and the dampness of soil under their earthen and stone feet. The militiamen and bandits, for their part, move noisily, but without words - they save their breath for the battle to come.

Soon, the armies are facing one another on a plain with some patches of trees between.

You send the messenger. He returns with word that they agreed to parley. You ride into the middle of the field, where a council of 3 men meets you on their horses.

"Hail to you, commander." The man with a greying beard says. "My name is Polaire. I am the commander of this army. What do you wish to discuss?"

"I am Mephaestus. I have come to offer you to surrender to me. It is obvious to the naked eye" You, making a wide gesture with your arm towards their and your forces. "that the sides are mismatched in strength. Surrender, and I will reward you with good ruling positions or ranks in my forces. And if you refuse... well, your northern soldiers will not see their wives and children once I relay my orders to the half of my army that stayed back."

"He's bluffing." Another man on the left hand of Polaire says. "There's no way he could raise such a force."

"He's a sorceror, Voel. Look at their army - these are golems, elementals." The right hand man says.

"What would you do if you were to come to power? Enslave us?" The bearded man asks grimly.

"Nothing would change, apart from taking some of you to fight for me." You answer. "I've got plenty of golems to work for me."

There is a silence. A trickling rain begins, quietly pattering against the iron of your armour and helmet.

"We must remain loyal to our king." The left hand man, Voel, points out.

"We must save our lives." The right hand man protests.

"We..." Polaire begins.

Roll 1d100, Difficulty: Normal (DC: 40)
>>
Rolled 65 (1d100)

>>5890129
Make your choice, Commander Polaire. Death or Servitude.
>>
>>5890146
Noice roll anon. Folded a majority their raised forces. Time to use them as shock troops. Funsies
>>
>>5890146

Based, good job anon
>>
>>5890146
probably could've written this small post earlier.
>65 - Success

"... will surrender." Polaire casts his gaze down.

The left hand man lets out a sigh, but says nothing.

"Wise choice." You say, nodding.

They ride back to their army and relay orders of surrender. An hour later, their soldiers are unarmed and at your mercy. They look uneasily at their captors and whisper among themselves words that you do not know.

Polaire turned out to be the leader of the province, an Enchanted noble. His aides are commanders of common blood, Voel and Ermund. Their army consists of the following warriors:
20 Earth mages of small-moderate power
5 Light mages of small-moderate power
500 swordsmen
300 crossbowmen
200 spearmen
100 knights (heavy cavalry)

They are well-armed with quality weapons from iron smithies with ample iron source in the south.

What do you wish to do with the common warriors?
>Make them join your forces. You could always use more soldiers.
>Put them to the sword. They will remain loyal to their province rather than you even if you enlist them for your cause.
>Release them and let them go home. A mercy unlike you, but the commoners will be glad to receive their sons and husbands back safe and sound.
>Write-in

What do you wish to do with the commanders?
>Let them keep command of their forces, and for Polaire, governorship of the province under your new rule. You promised them they would retain a good position in your ranks, after all.
>Kill them. Destroying the leadership will break the morale of the soldiers, if you will even keep them alive, that is.
>Write-in
>>
>>5891192

>Make them join your forces. You could always use more soldiers.

>Let them keep command of their forces, and for Polaire, governorship of the province under your new rule. You promised them they would retain a good position in your ranks, after all.

Not only is this a good move militarily, but having Polaire under our wing will make it easier to hold territory. Swearing allegiance to a local lord is much easier than to a foreign invader
>>
>>5891192
>Make them join your forces. You could always use more soldiers.
>welcome shock troops

>Fold the new troops under our 3 heroes. But their commanders are still in charge of their contingents. We will use them as shock troops. While our orginal soldiers are kept as reserves. Let him stay governor but make sure he knows we don't allow dissidents. We keep a child hostage from the governor. Tell him it's a privilege and we will teach the child grand things.
>>
Rolled 1 (1d2)

Rolling for approach, working on update
>>5891204 - 1
>>5891208 - 2
>>
>>5891204
>>5891208
>Make them join your forces. You could always use more soldiers.
>Let them keep command of their forces, and for Polaire, governorship of the province under your new rule. You promised them they would retain a good position in your ranks, after all.

The campaign ended shortly after. The day you entered Darlan, early in the month of Rain, the sky cleared up at last. The soldiers marched through the streets, chattering among themselves for the first time in some days, and the citizens... the citizens hid in their homes, scared of what your rule would bring.

"The day is not far" You tell your champions. "when we will take a major city."

"Will it be Halner or Youns?" Truvor asks, looking at you expectantly.

"We will see."

The transfer of power is swift, much like in Acen. The messengers sent to the other towns return with news of their lords' submission to Polaire's, and through him, your rule. Makes you wonder if the provinces will revert just as readily when the king returns. Hopefully, by then you'll be able to beat him in battle and secure the loyalty of your underlings.

You take a look at the iron mines. A series of large entrances leading deep into the dark earth, carts of ore being taken out of them by men sweating under their warm autumn clothes. The furnaces are roaring, their chimneys billowing out black smoke, their fires transforming the ore into raw metal, ready to be shipped out to the far reaches of the country. Well, that's how it was in the past. Now, all this might, along with the smith towns, is at your disposal.

Polaire makes a quick overview of the state of the province for you. It is home to 150 000 people, its evident main production being iron. The woods are light and welcoming, unlike those near Halner, and many people gather all manner of herbs, shrooms, berries and fruit from within them. It is said that deep within the woods, a place of power, a sacred earth of fertility lays, granting the forest its power. The northern reaches of the province are agricultural, much like Acen.

There are a couple of uses for the iron you have available now.
>Use it to create additional golems for your army. This will take quite a long time due to the amounts required to be mined, but would grant you mighty shock troops. [Every 3 months, 800 iron golems can be made, choose how long you will produce them.]
Total number of golems/magical beings you can control is 2000, Shooshe can control another 300. You have 1290 clay golems and 150 greater stone golems, as well as 210 assorted elementals under your command for a total of 1650 beings under your control.
>Use it to enhance your warriors' equipment. [This will take 3 months.]
>Write-in

(I'll write another choice tomorrow, possibly even in the morning, but for now I am tired, so I'm posting this to give you anons at least something to vote on today.)
>>
>>5893226
>Use it to create additional golems for your army. This will take quite a long time due to the amounts required to be mined, but would grant you mighty shock troops.
>we continue the attack taking another province (I'm not fussed on which anons)

We have a fairly massive army if we send all the humans and 150 big golems and 150 elementals and our captain elemental to lead them with our human heroes. We should roll the next province before it even hears that this province surrendered. Blitzkrieg.
>>
>>5893263
>can we work on getting another captain that can control golems under our control while we wait for the iron to come in for the new golemns?
>>
>>5893263

Supporting.

Could we produce 400 iron golems in three months only? I want to continue the advance quickly but iron golems are too tasty to pass up.
>>
>>5893226
>Use it to enhance your warriors' equipment. [This will take 3 months.]
We have plenty of Golems already but almost no equipment for our regular units.
>>
>>5893273
We don't trust our regular units... they just surrender to us and haven't taken any losses. I wouldn't count on them to not switch sided again...
>>
>>5893387
We didn't have enough gear for the men we released from prison before we marched on the mines. Those men would also be more loyal to us than the system that imprisoned them. I see no reason to doubt their loyalty yet.
>>
>>5893420
>>5893420
Okay fair we only want 400 iron golemns can we outfit our prisoner troops with good gear since we don't want the full 800 golemns.
>>
>>5893263
>>5893265
>>5893268
>>5893273
>>5893387
>>5893420
>>5893599
(sorry for the wait)
If it wasn't obvious, you can combine outfitting your men with new gear and producing golems, but it would take 6 months. If you wish to make 400 golems that's 1.5 months, with upgrading the weaponry and armour that's 4.5 months of work in total.

...

You stand inside a peculiar house. Looking into the various rooms, you glimpsed workshops of all kinds, tools, materials: metals, wood, glass, stone, fabric, gems - an assortment of objects filling the space. There are shelves of books as well - small, but packed shelves containing knowledge of all kinds of crafts. You are without armour - a sign of benevolence to the owner of this home.

"Well, what is it you want?" He asks. You turn to the inconspicuous man. He looks to be in his 50s, with black hair starting to grey and wrinkles beginning to embed themselves in his face. The piercing dark eyes watch you intently.

"I wish to enlist you to my cause, Lorn." You answer.

You learned about him from the militiamen of this province. A master aritificer renowned across the lands, an artisan incomparable to others.

"Not gonna happen." The owner of the house states. "My loyalty is only to the king."

You frown. To deny you...

"I am sure you will change your words when faced with the prospect of death."

Lorn Obelign looks at you silently for a while, his eyes pained with disgust.

"I am sure you will change your words when faced with the full extent of my arsenal."

You smile maliciously, thinking to yourself.

"Perhaps you have something you wish to get your hands on? A particular material for your works? Surely, we could work together?"

"Perhaps." He says. "Some of the places in Arher are sources of great power. But it's a long way away and it's not like you can bring me to them." Lorn continues dismissively.
>Leave him alone. It's not worth it to try to convert this man to your cause. You're already a great artificer yourself, another one would be redundant.
>Have him tortured until he agrees to work with you. [roll]
>Continue to reason with him. If he follows you, whatever places you visit will be at his disposal. [roll]
>Write-in

There still remains free time to do something else. Forge an artifact, visit a place of power, return to Acen to check on the state of the province, train and send spies to observe the movements of the king of Noen in the north... There are many possibilities...
>Write-in

THIS VOTE >>5893226 REMAINS OPEN if you wish to change your votes.
>>
Rolled 24 (1d100)

>>5894339
>updated vote
>make 400 iron golems.
>out fit 33% of our convict soldiers with better gear (3 months for both combined)

>offer to escort him to a place of power we need to go there too to get another elemental commander.

>have our elemental commander and 150 great stone golems and 150 elementals + our convict forces and these new guys we just had surrender go take another province. Gotta beat the news of us capturing this province. Blitzkrieg
>>
>>5894351
>forgot to say send our heroes
>>
>>5894352
Oops and only 2/3 of our convict forces.
Leave the 1/3 getting outfitted with better gear
>>
>>5894339

>Continue to reason with him. If he follows you, whatever places you visit will be at his disposal. [roll]

“And what has the king done for you? My champions are richly rewarded, Lorn. Speak your desire and I will make it so, if it within my power.”
>>
Not dead, but update is gonna take a bit longer. In the mean time,
>>5894351
>updated vote
So which ID were you posting with earlier? By writing style, I guess >>5893263 ?
Also didn't see this >>5893265 while writing the artificer vote, yes, you can summon another captain, tell me what kind you'd like, something abstract like "a physical champion of earth" or "ethereal hero slayer" is fine, I'll give the precise options later when I get your wishes for him.
If anyone else wants to vote on it, go ahead.
>Write-in
>>
Also please roll 1d100 Hard difficulty (DC: 70) for convincing Lorn.
>>
Rolled 30 (1d100)

>>5896268
>>
>>5896321

lol, guess we’ll have to murder him
>>
>>5896254
Ok, I understood after thinking for a bit that I didn't give any info to make an informed choice again. Here's the summoning explanation.

You may summon beings from other planes/spheres/whatever, these include the elemental planes which are lands where all beings are connected to fire, water, or air, the astral sphere, where various demigods and energy beings dwell (gods are there too but you'd basically have no control over them and they'd kill you quickly for your insolence IF you even manage to summon them), there are also spheres associated with other magic schools like light, as well as various gods' personal spheres and lands of the dead etc. Basically the world is a multifaceted and multilayered place with many different kinds of beings.

Among these beings, there are lesser ones, like the common elementals you control, and greater ones, like Shooshe and other greater elementals, the demigods mentioned above, various champions of the gods and others. These beings may take a physical form or energetic/ethereal, be champions of melee combat or spellcasters, or just wise advisors and managers.

What I want you to mention with your request for summoning is what is the purpose of this being you're summoning supposed to be (fighting, spellcasting, advisorship, messenger, commander etc.) and if you have an idea, what is its power and what kind of being it is (e.g. an elemental, or a champion of some god, like the Goddesses of Noen I mentioned in some of the posts: Mercy, Hope, Love and other minor ones, or just a demigod of any kind, or a guardian of some land of the dead). Do keep in mind that the greater the power of the being you summon, the harder it is to control them. Also they may have their own interests that may be kept in check by a contract that will satisfy the interests of both parties if they are of similar power or unbalanced in favour of the servant.

Hope this is enough to make a choice, if you have any questions do ask.
>>
Rolled 54 (1d100)

>>5896346
>>5894351
>earth elemental to lead our shock troops and motivate our. Soldiers by charging and breaking the enemies lines. Incredible strength basically a moving siege engine. Can huck large boulders as artillery or make earth rise so we can just cause walls to collapse or make an earthen ramp so we can just charge over the walls.

>>5896254

And you are indeed correct those are me.
>>5896268
Idk if I already rolled with my 24 or not. So do whatever with this roll.
>>
>>5896555
Also have him drop a compact road behind himself for the troops to march on. Will massively help logistics and commerce.
>>
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>>5893263
>>5893268
>>5893273
>>5894351
>>5894352
>>5894354
>>5894415
>>5896321
>>5896555
>>5896557
Tall order anon, especially the roadbuilding part. Magic is not something most golems are capable of, though I suppose if you recharge it with your own power it may move the earth like you described. Overall, siege golems are possible, but they'll take up like 30 regular golem slots in your control capacity. They can bring down walls though by throwing rocks and can function as juggernauts to break enemy lines due to their size. I'll see what I can offer you at the end of the update.

...

>Make 400 iron golems
>Start outfitting your bandit warriors with superior equipment

The roaring fires of the iron melting furnaces pump hot air out into the workshops, creating an atmosphere of perpetual heat. The smiths and miners labour every day, smelting iron bodies for you to animate.

The outfitting of the troops goes fine as well. New armour, new weaponry, sharp and easy to handle, makes its way into the hands of the former convicts.

Your power grows. However, there is merit in keeping up the advance before the enemy is aware of your actions. You consult Shooshe for the first time in a couple months, calling your heroes and commanders to the meeting as well.

"What do you think of taking another province before they're aware of our advance into this one?" You ask. "Forge the iron while it's still hot."

"They should be aware." Polaire notes. "They must've received some news when you requested the administration of Orsora to turn over to you. Someone in the villages should've ran and told the cities about the power shift."

"They still won't be quite as ready." Jimerey responds. "We should attack with all our forces. Crush them quickly."

"They're behind walls, in their great cities." Shooshe says, his voice, as always, flowing, bubbling, slow. "We would need either to besiege or storm. Preparation is key for campaigns..."

"We're already as prepared as we can be." Jimerey states. "We'll construct siege engines on site."

"Or make siege golems." You add.

"Do what you like." Shooshe replies, surrendering.

"A better question is" Truvor says quietly. "how many can the cities raise in defence?"

"Their militias should be similar in number to ours. Perhaps more." Ermund says. "Though regarding quality... There are many mages in cities. Even if many have been taken by the king."

>Send an army according to this anon's plan >>5894351 >>5894352 >>5894354 to Youns, the city known for being the entry point to the Wildlands. Much trade flows through here.
>Send an army according to anon's plan to Halner, the city of woodland hunters surrounded by woods where mythical creatures dwell.
>Wait until the gear for all of your bandit warriors is ready and the golems are constructed (4.5 months, first third of spring), then march on Youns/Halner (specify).
>>
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>>5897327
ANON'S PLAN if anyone's wondering (summarising):
Send your heroes, Shooshe with 150 greater golems and 150 elementals, Polaire and his warriors and 2/3 of the bandit army to take a city.
1/3 of the bandit army remains in Orsora to upgrade equipment.
Golems remain with you in Darlan (capital of Orsora).

If this is done, then army sent to conquer is:
Truvor, Sive and Jimerey (your champions)
Polaire, Voel, Ermund (commanders of Orsorans)
Shooshe (water elemental commander)
50 each of fire, air and water elementals
150 greater stone golems
230 bandit archers
300 militia crossbowmen from Orsora
300 bandit and 500 Orsoran swordsmen
200 bandit and 200 Orsoran spearmen
130 bandit light cavalry
100 Orsoran knights (heavy cavalry)
20 Orsoran Earth mages of small-moderate power
5 Orsoran Light mages of small-moderate power

TOTAL NUMBER:
2285 (without commanders)

Create siege/shock earthen golems throwing big rocks?
>Y (specify how many considering 1 golem = 30 smaller ones)
>N

Summon commander skilled in earth magic from another sphere?
>Y
>N

(2/3)
>>
>>5897331
...

>Continue to reason with him. If he follows you, whatever places you visit will be at his disposal. [roll]
>30 - Failure
"And what has the king ever done for you? My champions are richly rewarded, Lorn. Speak your desire and I will make it so, if it within my power."

"The king... The king has done much for me." He narrows his eyes. "I could travel to any part of the country and request the help of many mages, and they would grant their powers to my works. And my desire right now is to be left alone. Perhaps we can talk when this war is over."
>Grab him now, while he is not ready, and bring him to the dungeons. Torture him until he breaks. [roll]
>Leave the artificer alone. Perhaps, indeed, he will agree to work with you when he sees the extent of your conquest.
>Write-in

(3/3)
>>
>>5897327
>Send the Army described by Anon to lay siege to Halner
>Make Siege Golem (3)
The army is to lay siege to Halner until we finish our Steel and Siege golems, after which we'll march to meet them and conquer the town. Halner lies on the only other river in the nation, so if we take that we've effectively cut all communication between the south and the north. When it's secured we can conquer the rest of the south.

>Summon no additional commander for now
>Write-in: Place Lorn in house arrest so he doesn't run off to attempt to join the King. If he attempts to escape, throw him in the dungeon.
>>
>>5897331
>>5897327
>send that army
>reforge 300 small golems into 10 siege ones.
>send those siege ones with the army.

>Summon the commander. Yes.
>I'm happy if we can super charge the commander with magic so he can do more stuff.
>>
>>5897332
>Grab him now, while he is not ready, and bring him to the dungeons. Torture him until he breaks. [roll]
>>
>>5897331
>>Y
3 of them
>N
>Leave the artificer alone. Perhaps, indeed, he will agree to work with you when he sees the extent of your conquest.
>>
>>5897468

Supporting. We’ve been surprisingly smart when it comes to HR matters
>>
Rolled 7 (1d10)

Rolling for battle between your bandits and the betraying Orsorans + city militia.
>>
New thread
>>5901404
>>5901404
>>5901404



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