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File: Yes, Sire! Kingdoms edit.png (3.08 MB, 2000x1500)
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Current Realms:

>Kingdom of Portlage
>Colour: Red
>Ruler: King Linden I
>Government: Aristocratic Monarchy
>Resource: Pelts
>Military Strength: Holy Fervour
>Population Size: Average
>Population Growth: Flourishing
>Wealth: Ornate
>Stability: Secure

>Aristocratic Republic of New Zealand
>Colour: Purple
>Ruler: Grandmaster Thanathos
>Government: Aristocratic Republic
>Resource: Seafood
>Military Strength: High-Quality Infantry
>Population Size: Large
>Population Growth: Huge
>Wealth: Ostentatious
>Stability: Confident

>Temporary Authority of Spheres
>Colour: Green
>Ruler: High Noble Salt
>Government: Aristocratic Republic
>Resource: Gems
>Military Strength: High-Quality Siege Weapons
>Population Size: Rural
>Population Growth: Falling
>Wealth: Ostentatious
>Stability: Confident

>The Kingdom Roserick
>Colour: Black
>Ruler: King Ish I
>Government: Aristocratic Monarchy
>Resource: Animal Produce
>Military Strength: High-Quality Archers
>Population Size: Average
>Population Growth: Steady
>Wealth: Unimpressive
>Stability: Secure

>Northern Commonwealth
>Colour: Blue
>Ruler: Kári Ólafsson Seldælingur
>Government: Absolutely Monarchy
>Resource: Arable Land - Food
>Military Strength: Unyielding Shieldwall
>Population Size: Miniscule
>Population Growth: Flourishing
>Wealth: Luxurious
>Stability: Restless

>Dhakir Sultanate
>Colour: Purple
>Ruler: Sultan Akkan
>Government: Constitutional Monarchy
>Resource: Lumber
>Military Strength: High-Quality Infantry
>Population Size: Average
>Population Growth: Stable
>Wealth: Prospering
>Stability: Stable

A brief summary of last thread:
>King Linden I's Spymaster curbstomped a revolt through intrigue, and demanded a favour in the form of passing a mysterious law. Meanwhile, the King into'd economics and set his eyes on the barbarian lands to the North.
>Grandmaster Thanathos decided to fix the Bridge that links his island-realm to the mainland.
>King Ish I faces a duel to the death with a member of his Council for abolishing slavery without asking them
>Kári Ólafsson Seldælingur plans to conquer lands for his tributaries. The Northmen will be united under his banner!
>After a series of blunders, the throne of Sultan Akkan is shaking at its foundations. With the House of Viziers and the army against him, will the Temple prove his salvation?

We still have plenty of unclaimed land, so feel free to join!
The next post will contain all relevant information to getting started.
>>
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>>797566
>Pick a name for your realm
>Pick a colour for your realm
>Draw your borders on the map (a rough outline will do, I'll add it in)
>Pick a capital and name it
>Pick two major cities and name then
>Pick three forts and name them
>Roll 3d100 for government type, resource and military strength in that order
>Roll 3d10 for population growth, population size, and wealth in that order
>Stability starts at 10, apply modifiers as necessarry
>Describe the basic fluff of your realm; the ruler, the faith, maybe some simple history. Just the bare bones, the rest will develop throughout the quest.
>>
>>797571
A Constitutional Monarchy gives +2 Stability too, btw.

http://suptg.thisisnotatrueending.com/qstarchive/792057/
The previous thread.
>>
What now chief? Are you going to do responses to things done at the end of the last thread? Or give us new hooks? Or do we post our responses to your last set of events in the last thread?

I'm happy with any of them.
>>
>>797583
We pick up where we left off, with the exception that you can reroll your 1d100 to get the temple on your side. You need it.
>>
Rolled 76 (1d100)

>>797588

Thank you OP (unless I roll worse than before, then curse you).
>>
>>797593
In your desperation, you turn to the last bastion of legitimacy to your claim to the throne: the Temples.
You implore the High Priests to aid you, explaining that, as they keep the balance between Light and Dark, the balance between Sultan and Viziers must be kept too. They agree wholeheartedly, and send out priests to religitmize your rule to the people, as well as personally preaching to the HoV. It does seem to have significant effects: When you walk back from the Temples to the Palace, the people cheer for you, and once insize, several Viziers kneel before you, apologizing profusely. It seems you might have a fighting chance after all.
>Speak to the House of Viziers
>Speak to the people
>Consolidate the loyalist faction
>Other (Specify)
>>
Rolled 2 (1d100)

>>797597

>Other

Long live the Sultan! Now that I have some viziers openly on side, I imagine others among the viziers and army are wavering, the treacherous jackals. With the support of the people so high, I have a brief period where I can get away with more direct action, as any retaliation would bring the mob down upon my enemies.

There's the matter of that one vizier who spat in my face earlier. I'll have him arrested for treason and suitably punished. Some confiscations of wealth and land from his family and his execution should do it. That should send a strong message and demonstrate my authority.

Even if it doesn't build up my supporters much it'll be one less political opponent in the House of Viziers.
>>
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>>797609
>>
>>797609
Very well, roll to get away with this.
>>
Rolled 8 (1d100)

>>797612
>>797609
>>797611


The bad luck can't continue forever.

Right?
>>
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>>797613
>>
>>797612
Oh, you already did.
>>797609
Whilst you are correct in the assumption that the people back you in this, this openly hostile attack on the opposition sends your opponents into open revolt, desperate to salvage what they can. You have the backing of the people and the Palace Guard, as well as some army units, but the majority of the army is backing the House of Viziers. If this revolt is not stomped out soon, it will become a full-blown Civil War.
>Lead the army from the front
>Seek refuge in the Temples
>Plan the defense with your generals
>Other (Specify)
>>
Rolled 83 (1d100)

>>797615

>Other

The sultanate wasn't founded by being timid. When the time comes, you just have to get shit done.

Lets whip up a good old fashioned mob from among the common people. A bit of rioting isn't great for the city, but nothing it hasn't seen and survived before. Why, in the reign of my great great grandfather half the city was destroyed in a solid month of looting and arson.

More importantly, that'll provide cover for loyal units of the army to get to the House of Viziers and arrest any of them that stand against me. They're the head of this rebellion, cut if off and the army will fall back in line.

Obviously there will be consequences for army officers who didn't support me, but that can wait. The viziers are the greater threat for now.
>>
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Rolled 8, 20, 33 = 61 (3d100)

>>797571
>The Free Men
>Brown
>A confederation of former nomadic tribes united under the banner of a Great Chief, who is chosen in single combat with a bear. Following the religion of Norse Paganism.
>>
Rolled 1, 2, 5 = 8 (3d10)

>>797647
Rolling for the other things
>>
>>797628
You find your tongue at last, and rouse the common man to defend your honour. Surprisingly, this workes magnificiently; the army wasn't organized enough as no rallying cry had gone out yet, and they are overrun by your people with minimal casualties. The few remaining loyalist battalions now guard critical areas of the city, and the House of Viziers is at your mercy.
>This charade ends today. Long live the Sultan! (Change to Absolute Monarchy. -1 Stability in addition to government type modifiers).
>The House of Viziers must be curtailed. (Change to Aristocratic Monarchy.)
>Punish the traitors, but keep the House of Viziers.
>Other
>>
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>The Free Men
>Colour: Brown
>Ruler: The Great Chief
>Government: Aristocratic Monarchy
>Resource: Arable Land - Food
>Military Strength: Unyielding Shieldwall
>Population Size: Miniscule
>Population Growth: Plummeting
>Wealth: Comfortable
>Stability: Secure

Welcome to the fold!
Alas, I must leave for several hours, but I'll be back afterward.
>>
>>797665
Looks like I am going to have some problems with my northern neighbor

Have you thought about making a discord so it's easier to plot?
>>
>>797693
Are you referring to a site, or do you mean actually causing discord between realms?
>>
>>797702

It's a site that lets you set up chat rooms.

I doubt discord between players will need any encouragement.
>>
>>797709
Fair enough. I'll look into it when I'm back from HEMA practice.
>>
>>797566
Just getting new ID also as for this time since we moved threads and didn't see mention.

>The peasants must be permitted to keep what they have already stolen, however if a clerical error is found that would require the noble to raise taxes for a short while to help him get his money/goods back so be it. Because shortly after finding the error it'd turn out he had paid his taxes and thus allowed to keep the money he raised.

>Send for advisors, i need everything from fleet size to army to why people are fleeing, ect

Its a jew and a con-artist but hopefully it works.
>>
>>797665
The Great Chief decides something must be done. No one is producing offspring and the amount of young men to press into service is small as it is.
>>
>>797729
I'm on phone but gotta mark where you'll be on map, or atleast point it out mate.
>>
>>797741
The Free Men, and if you're asking where the Great Chief is, he'll be in Allister's Point, unless I'm just being stupid and missing your question entirely.
>>
>>797750
Ah my bad. I didn't know allsotar point was yours.
>>
>>797750
Is Allisters point yours?
>>
>>797793
yeah boy, changed my name to be less vague.
tis my capital
>>
>>797800
Right. Well, I wish you luck in your future endeavors because you are gonna get real crowded
>>
>>797804
we will survive with severely undermanned shieldwalls
>>
>>797824

Unless you roll like me you'll probably be fine.
>>
>>797831
>He says as the gods raff and keep him alive
>>
>>797824
What's your religion?
>>
>>797845
Norse Paganism.
>>
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Rolled 23, 91, 53 = 167 (3d100)

>>797571
Sorry in andvance for my shitty photo editing, Great Chancellor Anon.

>The Jagazai Khanate
>Colour: Violet
>Ruler: Ulkaz Khagan
>Capital: Jamukha
>Major cities: Turat, Avarga
>Forts: Fort Burga, Fort Popor, Fort Guyuk
>Ruler title is hereditary
>Religion: The Gods of nature rule the world. The Sun watches above all, The Earth sustains the the above, The Water makes life flourish upon the earth and The Fire destroys life when there is too much.
>The Jagazai come from the east. They have always been nomadic, but now, they have witnessed how others, who choose to settle down, manage to flourish above them and create great empires. Their leader, Ulkaz Khagan, now dreams of building the greatest empire ever seen, by conquering as many lands as The Gods will allow him to.
>>
Rolled 2, 1, 6 = 9 (3d10)

>>797887
Rolling for the other stuff
>>
>>797566
I'm back OP
Hello
(Hopefully I can not kill an important council member)
>>
>>797655

>Punish the traitors, but keep the House of Viziers.

We just need to make sure we have a load of yes men in the house, but getting rid of it would cause too much of a fuss. All the ringleaders of the rebellion need to get a good old execution though.
>>
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>>798000
>>
I'm currently on my way back home. I'll be able to give text updates, but the map'll have to wait a bit.
>>
>>798037
Hello Chancellor.
I think I've finally thought of a way to deal with the duel situation
>>
>>798037
When you said HEMA practice, do you mean the sword fighting?
>>
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>>797571
>Name: The United Principality of Wassten
>Orange
>Capital: Duswaste
>Major Cities: Mandeint and Praust
>Forts: Rachsten Castle, Fort Willem, Helstatd

>Government Type: Constitutional Monarchy
>Resources: Quality Armour
>Military Strength: High Quality Archers

>Population Growth: Falling
>Population Size: Sizeable
>Wealth: Significant

Info
>Ruler: Prince Willem Hofburg
A young man who seeks to advance his realm through constitutional reforms and trade; Prince Willem is an enlightened ruler.

>Faith
The people of Wassten follow a Pantheon of gods, each with their own cults. Worship of all twelve of the gods is allowed in Wassten.

>History
The people of Wassten, for much of their history, have been subjected and controlled by a variety of outside realms who sought to exploit them. However, just one hundred years, ago they fought a War of Independence, throwing of the shackles of servitude and establishing an autonomous constitutional monarchy under the Hofburg dynasty. They enjoy their freedom, and are adamantly passionate about their Prince and Parliament.
>>
>>798169
Did you roll last thread?
>>
>>798169
Changed my trip :^)))
>>
>>798179
I did not, is that necessary? Sorry if so
>>
>>797721
You send out a messenger to explain your decision to the nobleman. Furthermore, you send out men to find you wise sages that can help you inventarize your empire.
>roll to find smart people

>>797729
Very well. How do you go about this?
>Ponder in solitude.
>Summon nobles.
>Turn to the priesthood.
>The library surely has what I need!
>Other (Specify)
I'll add you to the map.
>>797887
I'll add you too.
>>798000
In a show of mercy that certainly won you great support amongst all levels of society, you gracefully spare all but the worst traitors. This act unifies the people behind you.
>+1 Stability
What will you do now, oh Sultan?
>Watch the debates in the HoV
>Stroll through town
>Inspect the troops
>Other (Specify)
>>798048
Let's hear it, then.
>>798162
Yep.
>>798169
I'll add you as well.
>>
>>798186
Yeah, you have to roll for your government, resource, military strenght, population growth and size and wealth. It's all in the second post in this thread :)
>>
Rolled 60 (1d100)

>>798187
>inb4 1

I thought I had advisors with my government and could just know my mil/fleet/ect
>>
>>798187
Well that's pretty cool. Too bad in America all there is is target practice and shooting

Anyway for my faction action, now that my isle has calmed down, it's time to expand into the north and combat the barbarians. I think I sent Joshan to the land last thread.
>>
>>798190
I did, it's all in this post >>798169
>>
>>798187
Obviously I'm going to duel her.
With my armament of choice.
A shield
>>
Rolled 6, 5, 8 = 19 (3d10)

>>798199
When he says roll, he means with he dice, like this
>>
>>798193
Oh, fair enough. I misinterpreted your action then, my bad.

You summon your advisors, and they inform you about all things related to the realm.
Your navy is fairly good, which is not surprising as you are an island nation. You have ten heavy ships, fifty light ships and enough transports to move your entire army in one go.
Speaking of which, your army consists of thirteen platoons: seven spearmen platoons, two footmen platoons, one siege platoon, two archery platoons and one artillery platoon. A platoon is about 700 men.
The reason people are leaving is due to constant floods in the towns near the sea - which is almost everything, considering further inland, you have the choice between mountains or desert.
>>798201
Okay. Roll to Captain America.
Also, what's your plan?
>>
Rolled 84 (1d100)

>>798211
Try to wear her down.
Also persuade her that killing us could very well send the kingdom into chaos as we were an important part in stabilizing it.
Just need to outlast her
>>
>>798211
its all good, I'll take the men/women/people with my roll. CLEARLY, i must also present tidal barriers.. or whatever the fuck they are called too the coastal cities to stop people from needing to flee as only the farm-lands if we have any should be watered unless its salt, Then we protect them too.

Also I'd like to double the size of my navy? if possible 26 heavies, 100 Lights and transports. This would be a 1d100 roll?
>>
>>798187
Ponder in solitude. I have no need for cosmic solutions, nor do I have any need for noble yesmen.
>>
Rolled 82 (1d100)

>>798187

>Inspect the troops.

It's important to make sure the army knows I'm firmly back in command.

I need to make sure the quality of the soldiers is still high as well. Our nation has always specialised in elite heavy infantry after all, our peerless pikemen are what the nation was founded on. Getting a good count on how many soldiers and what types they are would be good too.

Including a roll, though I'm not sure what it could affect here.
>>
>>798211
don't want to rush you, but should i post an action, or should i wait for you to get me in the map?
(If my ID has changed, it's normal.)
>>
Rolled 9, 71, 100 = 180 (3d100)

>>798169
I'm really stupid sorry
>>
Rolled 10, 10, 3 = 23 (3d10)

>>798249
and the other
>>
Rolled 41 (1d100)

>>798225
I'd put them in my options filed if I were you. you got the dice setup right, just make sure you put it in the options. Also, you could roll your 3 100s together
>>
>>798249
>>798254
Ah nevermind. You seem to have it. Also, you got a pretty good start
>>
>>798249
>>798254
The dice gods favour you, man.
Holy shit.
>>
>>798254
Wow...
Dice Gods love ya.
>>
>>798259
>>798261
>>798267
Yeah that turned out better than when I rolled physical dice lmao
>>
>>798227
With your current wealth, you can easily build enough dikes and have enough to spare to double your fleet.
>Find capable men yourself
>Delegate these tasks to other men
>Other (Specify)

>>798239
Just post, it's fine :)

>>798249
No worries, everyone fucks that up the first time they join a quest. Took me hours to figure it out. Glad you joined us! :)

>>798231
Alright, you retreat into your quarters and think up of ways to increase your population.
>Conquering new peoples would work!
>Perhaps I should reward people for every born child.
>I could stimulate immigration.
>Maybe I should find out why people are leaving.
>Other (Specify)

>>798236
You call for a general inspection of the army. It's fairly quick after the battle, so some people still are injured or dirty, but all make an effort to stand upright for you. The men clearly respect your rule now; you would even dare to say your generous mercy has made you loved. The soldiers look as skilled as ever. You have fifteen divisions of troops; nine pikemen divisions, two gunmen divisions, two camel cavalry divisions and two mounted archer divisions.

>>798215
Strike after strike, your Militarist lands upon your shield, but it holds firm, as do you. Eventually, she leans on her axe, panting. You seize this opportunity to tell you why you, her, and the rest of the council are so vital. She ponders it for a bit, then nods.
"Very well. I'll be satisfied with this," she says, as she makes a small cut on your shoulder. "Your blood and concern for the realm have settled this feud. Next time, I will not be this considerate, though."

>>798249
>>798254
daaaaamn, son.
>>
>>798289
>Acting this cocky
>Couldn't beat the guy using just a shield.
That's just hilarious
>>
Rolled 100 (1d100)

>>798289
>Find capable men yourself

I'd like to split the Navy into 2. So I have one on each side of the island.

>13 Heavies and 100 Lights

Per fleet
>>
>>798299
High is good right?

>tfw you wanted a modest sized fleet
>Tfw you should've tripled it like originally.
>>
>>798289
We have naught the currency for rewards
We're just a bunch of farmers and fishers, so nothing to immigrate for.
We have a tiny population, wouldn't want to have people dying already.

Why is everyone leaving, I ask myself.
>>
>>798299
Wew lad
>>
>>798299
You set out to find shipwrights and architects. Given that this all has to do with the sea, you decide to check out the docks first. No sooner do you arrive than that a very sleek ship docks port. A fairly fat man with a goatee and a jolly look in his eyes. You figure that he's as good a place to start as any, and you strike up a conversation with him. Maybe you can copy his ship's design for your fleet; it looks very fast and very dangerous.
The man heartily shakes your hand and introduces himself as Michael the Rider. Apparently he's a shipwright and admiral of no small renown, and he's looking for a job. Not only this, but as he hails form the lowlands of Haer Lymm, he is also a skilled architect when it comes to defenses against the waters! He happily enters your employ and shares the secrets of his vessel with your shipwrights.
>Add Military Strength: Fast Navy
The construction of the sea defenses will take some time, but once they are done, you're certain nobody will be keen to leave anymore.
>>
>>798341
So do you want me to roll for how well Jashon does his spying? Or the initial invasion fot eh Barbarian's land?
>>
Rolled 90, 71 = 161 (2d100)

>>798289
One day, the Khan and The Council got together.
From the mountains, they looked at the Khanate.
They understood that to reach victory, they would need to fix the land's problems from the inside.
And now, the Khanate had two problems: wealth and population. There wasn't enough.
So, they looked at themselves.
The clothes they wore were made from expensive cloth, one that only they could produce.
The Khan said: "Travel north and south, find other kingdoms, and offer them our most valuable merch, the cloth."
Then, they looked at their city.
There wasn't enough people.
The Khan then said: "Tell the priests that water will need to flow freely through our cities, and bring life. Build fountains, and encourage the people to make children."
(Dunno if i have to roll separately for both actions. In doubt, i'll roll 2 dice.)
>>
>>798249
>>798254
Let's see...
>The United Principality of Wassten
>Colour: Orange
>Ruler: Prince Willem Hofburg
>Government: Aristocratic Monarchy
>Resource: Pelts (Jaysus, the market's flooding.)
>Military Strength: Player's Choice
>Population Size: Massive
>Population Growth: Unsustainable
>Wealth: Marginal
>Stability: Stable
>>
Rolled 100 (1d100)

>>798289
Alright,
Prince Willem fears that the roads of Wassten are unsafe for travelers and citizens. Being the enlightened monarch that he is, he decides to try and organize the peasantry into forming a self-standing militia capable of defending themselves from bandits or invaders.

He will call this new organization 'Willem's Guard'

OH and by the way, I guess I get to choose my own military strength, I'm gonna take brilliant tacticians
>>
>>798369
Do you have scripts anon?
>>
>>798369
oh for fucsk sake
>>
>>798369
Jeez Dice Gods, calm down.
>>
>>798341
>We must not let such an amazing thing go to waste! We must build two trading cities on the mouth of the river and Also one on the coast between The Kingdom of Roserick and Dhakir Sultanate.
>1 Spearmen Platton, 1 Footmen Platoon and 1 Archery Platoon will be deployed to secure each building site with naval support.


Is... each thing a roll? Because I need to know so I can keep the 1d100 in the options field.
>>
>>798373
>>798374
>>798376
In my D&D campaign yesterday I was rolling almost exclusively below 5 so this seems only fair
>>
>>798289
Anyways if that's settled I should reconvene with my council so we can actually get shit done.
>>
>>798349
Roll for Jashon's intel-gathering.
Also, have you looked at the envelope he gave you yet?

I'll get to the rest in a bit, but the map update is almost done so I'll do that first.
>>
Rolled 51 (1d100)

>>798398
Nah. I think I said I was gonna accept the law, unless it was incredibly crazy
>>
Rolled 63 (1d100)

I want to make a Kina manufactory and process district in Auckland.
>>
Rolled 51, 63 = 114 (2d100)

>>798398
>>798383
Since its 2?
>>
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Here's the map.
>>
>>798369
>>798299

This is all my luck that was missing earlier.
>>
>>798444
>Can't even expand cause I'm surrounded
Feels bad man
>>
>>798444

So is that everybody actually in now? Because apprently I can't actually go to the first point and it needs to be farther inland?


>>798459
>Can't set up half the places i wanted too cause people hopped in.

Its a struggling pain being jews.
>>
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>>798459
>tfw it's partially my fault
Sorry senpai.
>>
>>798477
Wassten interprets your poor diplomacy to be an act of aggression.
>>
>>798498
>Setting up a city outside of claimed land is an act of aggression.

You what mate? You nither own land on the right land-mass or the mouth of the river between Zealand and Portlage.
>>
>>798515
Careful, I have nuclear codes and you're invading my safe space
>>
>>798355
You send out merchants with cloth, made of finest silks your realm has to offer. It is wildly popular amongst the realm's nobles, increasing your wealth significantly.
>Add 45% progress to the next Wealth level.
Furthermore, the Clergy agree, and declare a Month of Water; water-based decorations are built everywhere, and people start reproducing at a higher rate.
>Add 35% to next Population Growth level
>>798383
>>798477
Could you point the new points out on the map?
>>798410
What's that?
>>798459
War is a thing ;)

>>798404
Well... you look at the law. Jashon's demanding you start a vote for Elective Monarchy. Wew.
Speaking of which, he returns to you and regretfully informs you he can't find much. The barbarians refuse all bribes he offers. What do you now?
>>798369
Willem's Guard is a brilliant success! No bandits dare attack your lands anymore, for every town can boast a trained militia. This has the added bonuses of increasing wealth and giving you a lot more skilled men to recruit.
>Add Military Strength: Strength in Numbers
>Add 35% to the next Wealth Level
>>798308
Well, why are they leaving?
>Trouble with barbarian raids
>Cruel noblemen abuse their serfs
>The culture and/or faith of the rulers and the ruled do not match

https://discord.gg/XJjnReX
Here's a Discord channel, for all your plotting needs.
>>
>>798498
>>798515

In the sultunate we find the petty bickering of westerners amusing. We recline on our cushions and drink wine while we chuckle at your inferior arguments.

Silly westerners.

Now for the the couscous.
>>
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>>798529
as it says, the mouth and then one of those things.

>>798531
>War with a troll

Cute
>>
Sultan Akkan and King Ish I, both of you are alerted to the Jagazai Khanate, formerly a nomadic khanate, now having settled near you, has started selling lots of cloth to your people. How do you react?
>Perhaps we can strike a trade deal. Send an envoy.
>Smelly horse-blankets better than our cloth? Never!
>Ignore it.
>Other (Specify)
>>798397
What do you wish to discuss with the council?
>>
>>798548
>Perhaps we can strike a trade deal. Send an envoy.
I want to discuss forming a sort of university funded by the kingdom where scholars record information learn from each other and research new technological advances and maybe look into the arcane.
>>
>>798544
Do you want the north or the south one?
Also, bear in mind that this will be VERY expensive and time-consuming.
>>798561
Who is this?
>>
Rolled 80, 48 = 128 (2d100)

>>798548

>Perhaps we can strike a trade deal. Send an envoy.

The sultunate welcomes trade with outside powers. They might be smelly barbarians but we can always wash the pretty cloth once it arrives.

Now I've inspected the army, it's time to have a look at the navy. What ships do we have?

(dice for envoy, then one for inspection, in case either is needed)

>>798544

Just trying to act in character a bit, sorry if it comes across as troll.
>>
>>798529
Well damn. Alright, tell him we will mull it over and we appreciate his suggestion. Have my Army start the invasion of the Mainland, intelligence be damned.

All the while, I want a talk with my general. We will plot to kill my Spymaster, so he can't kill me.
>>
Rolled 33 (1d100)

>>798529
Awesome!
Now that the people can defend themselves, I can begin modernizing the realm.

Our current feudal system, where a select few nobles can boast almost as much power as the Prince, must be controlled. The beast must be defanged.

Willem dreams of writing up a constitution for his people, but at every turn he is opposed by some Duke or Baron.

The first step must be consolidating power, and so a new law will be enacted. The nobles will no longer be allowed to raise their own armies or pressure the common folk to serve them. All soldiers in the realm must either be affiliated with Willem's Guard or the National Army.

There is no doubt the nobles will dislike this and likely attempt to rise up, but it is a first and necessary step.
>>
>>798565
Sorry forgot my trip
>>
>>798566
I'll take the one between the Kingdom of roserick and Khanate

>>798565
Meant the other guy.
>>
>>798568
You meet with Kruug, the Marshal, and discuss the invasion plans. He is reluctant to go without intel, but he is confident that he and his men can handle soem barbarians. After this, you inform him of your struggle with the Spymaster, and ask for his help. He agrees, his loyalty to you outweighing moral concerns for the moment.
>Roll to D-Day the Barbarians
>Rol to shank the Spymaster
>>
>>798529
Another day, the Khan calls upon the council.
He seeks advice on how to deal with criminality and banditry in his Khanate.
To be strong, our empire will have to be united, and the people will have to be happy.
Also, he asks for a general rundown on how the population is dealing with this new way of living.
Any complaints?
>>
>>798529
Kina is sea urchins or some shit. It takes like salt water but IRL Maori love it. They also like complaining about Pakeha fucking their shit up and breaking treaty promises and being genocided so yeah.

Basically a seafood factory :^)

I succeeded at it probably though so that should be getting additional income since I seem to be low in that ;)


So got any problems coming up or should I just build stuff?


Oh yeah, my country was previously a bunch of lords all independent, but they decided to unite together for common cause of becoming even more filthy rich and powerful.

What's my army stats? I just know I have really good infantry.
>>
Rolled 55, 92 = 147 (2d100)

>>798582
Well if there has ever been a time where I need good rolls...
>>
>>798588
Ulkaz Khagan, envoys arrive from both the kingdom to the north and the kingdom to the south. The Northen Kingdom, the Kingdom Roserick, wishes to establish a mutual university of sorts. The south wishes for a trade contract between your two realms.
How do you react?

As for banditry, your Marshal suggests increasing patrols. Other than that, there's no solid ideas. The population is slowly acclimating to their new way of life.

>>798588
Fair enough. You sucessfully establish a feudal version of a manufactory; it's all manpower, but at least it's organized and streamlined. Salting it and packing it with ice serves to ease exports without spoiling the food.
>Add +15% to the next Wealth Level
And you have ten squadrons; seven Swashbuckler squadrons, absolutely lethal when it comes to naval warfare, but still a force to be reckoned with on land, two arquebusier squadrons and one cavalry squadron. A squadron is about 500 men; you're a naval power first and foremost.
There are no major problems.
>>
>>798623
Then that we shall do.
The Khan increases patrols over his Khanate.
Also, he asks the marshal about a rundown of his army. How is it organized, and how could it be made stronger?

The Khan asks the envoy sent by the Kingdom of Roserick what his Khanate would gain from such a thing.
The Khan also accepts the contract from the Sultanate. Expanding his Khanate's economic power is just what he is looking for.
>>
>>798613
A message comes in from your Marshal; first and foremost, he reports a success at establishing a beachhead. Many barbarians attacked, but they've been scattered. The initial stages of the campaign are proceeding just as planned. Even better, he brought the Spymaster along under the pretense of 'establishing spy networks', and arranged an 'accident' at sea. He is no more! Now, you need to find a new Council member.
>Roll for Phase 2 of the campaign
>Roll for the quality of your new Spymaster

>>798576
The moment you declare this new law to your nobles, they boo and storm out of the room. The more honourable ones warn you that they will be raising their armies and march on the capital; the others just leave. How do you react?
>Rally the troops!
>Attempt to arrest the nobles
>Other (Specify)

>>798566
Your predecessors have sadly neglected the navy, as that did not help oppress the peasants. You have taken steps to rectify this, but your navy is still very much run-down. You have one heavy ship, ten heavy ships and enough transports to move about five divisions.

>>798661
Your army consists of four Hordes. A Horde consists of a whopping 2,000 cavalry, all of whom can both shoot bows, or, in the case of the elite 1,000 men from your peronal horde, guns, form horseback and fight with their shields, spears and scimitars. You lack in infantry siege equipment, though.
>Roll for patrol success
>>
Rolled 65, 57 = 122 (2d100)

>>798677
I shouldn't have mention this, but make sure the new one is loyal.
>>
>>798677
So I'd like to reconvene the council to propose my idea of a university for science/magic and also I should probably inspect my army and navy.

Will I need to roll for inspection?
>>
Rolled 57 (1d100)

>>798677
OOC, how does the "Holy Fervour" trait affect my army? Does it generally makes them all stronger against those who do not believe in our faith?
>>
Rolled 97, 91 = 188 (2d100)

>>798677
Can I do a rally population drive in the other kingdoms and the lands of my island to draw in a popluation, including giving a small payment of extra coin per 2children that survive to adulthood?


Since its two actions, 2d100.
>>
File: 0001BL-1024x477.jpg (262 KB, 1024x477)
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262 KB JPG
>>798677
>Attempt to arrest the nobles
So the nobles are still in the city?

In that case, I have my army go out that same night and arrest as many of them as possible. Should they resist arrest, my men are to kill them on the spot.

As much as I abhor the fact that it has come to this, the aristocracy has forced my hand.
>>
>>798690
Yeah, thats my understanding of it
>>
File: map.png (3.55 MB, 2000x1500)
3.55 MB
3.55 MB PNG
Rolled 90, 97, 92 = 279 (3d100)

Name: The northern Reich
Color: Lime
A northern country which has formed out of a idea that not all people were created equal. The faith is a monotheistic faith.
Not sure if I did that right.
>>
Rolled 60 (1d100)

>>798697
>>798677
Sorry forgot to roll
>>
Principality of Wassten do you want to create a trade treaty with me?
>>
I have to go do something, be back in 10-20 minutes. I can't go on for more than about an hour and a half after I return, though.

>>798683
The days pass by as you sort through the men and women of power in your realm. In the end, you find a rather flawed candidate, but you can't get around their power.
What is his flaw?
>He's a mediocre spymaster
>He's of questionable loyalty
>Other (Specify)
Why is he so powerful?
>He has lots of land
>He commands lots of men
>Other (Specify)

At least you recieve word that the campaign against the barbarians is going as planned; the borders are being consolidated.
>Roll for border expansion

>>798686
Yep. Also roll to convince the council of the university.

>>798690
Aye, but it makes them weak against brothers of the faith.

>>798697
You capture a lot of nobles, drastically reducing the size of the impeding revolt, but several key features escaped; most notably the Lord of Praust. You're not sure how many men will be brought to bear against you, but it's going to be tough.
>Roll to see if you descend into full-on Civil War, or merely face a huge fuck-off revolt.
What do you do with your prisoners?
>Excecute them!
>Strip them of their titles.
>Convince them to join your side
>Other (Specify)

>>798702
I'll add you in when I return. gg on the rolls, you are clearly a nation of ubermenschen :p
>>
Rolled 29, 33 = 62 (2d100)

>>798733
Roll 1 for university
Roll 2 for inspection
>>
Rolled 89 (1d100)

>>798733
>He's a mediocre spymaster
>He has lots of land
While the spymaster himself is flawed, I can't seem to overlook the vast spy network and the manpower he has. He will be one to work on, but will flower into a great Spymaster.
>>
>>798529
Ah it's clear, evil noblemen are abusing the serfs I so justly gave them.
>>
>>798692
You send out emissaries on a veritable propaganda drive in foreign nations. It seems to have greatly succeeded, as you receive an influx of immigrants!
>+1 Population Size Level
What's better, your people start reproducing like crazy - further increasing your numbers, but in a way more sustainable way!
>+1 Population Growth Levels
>>798661
Btw, both signatories of the trate treaty, roll to see how well it boosts your economy.

ANNOUNCEMENT:
Due to extended periods of peace and prosperity, your countries have grown! Everyone can add their Population Growth Level x10% to their progress to the next Population Size level!
>>798744
Your borders will be redrawn shortly. What do you name your new city?
>>
Rolled 6, 3 = 9 (2d100)

>>798733
>Convince them to join your side
I will try to convince them that my new law is good for the realm, but will keep them under house arrest even if they agree.

Those that disagree will have their titles stripped.
>>
>>798756
Holy shit man
>>798750
The new city will be called Solitude
>>
>>798756
oh no...

>>798732
Yes that would suit our nation well
>>
Rolled 68 (1d100)

>>798750
Rolling for the trade contract
Also, roll for the patrols is here: >>798690
>>
Rolled 85 (1d100)

>>798677

My men are in 'divisions', how big are these? Or did you say and I missed it?

The state of the navy isn't great. Still, that can wait for now. Instead I would like to reward the people for supporting me in my recent troubles. Let us put money into expanding the irrigation systems and aqueducts in our arid lands.
>>
>>798661
>What they would gain.
It'd be a place to share knowledge and understanding and would advance us technologically.
We would both benefit
>>
>>798774
The Khan is reclutant.
If you would understand their way of producing their expensive cloth, you could produce it too.
Then they wouldn't get as much wealth from it, and the Khanate is in dire need of Wealth.
It may have to wait, for now.
>>
So Anybody want to open up trading with the Central island? Got gems and are a central point to gets your stuff shipped to the other.

Trade with me all of you, I seek no war just goods.
>>
I'm back!
Order of business:
>Map
>Pastebin
>Willem's hilarious failure to convince prisoners to cooperate
>Snake's introquest
>The Khagan's patrol and treaty bonuses
>Salt's new cities
>Ralf doing things
>Linden's Spymaster
>Ish's Council

Anything I forgot?
>>
Rolled 45 (1d100)

I perform a census, and a check of my troops and technology and stuff.

>>798847
you forgot me ;(
>>
>>798847
And my border expansion
>>
>>798860
Fuck, sorry mate. I've a lot of people to keep track of.
What were you doing again?
>>
>>798876
Building a sea food manufactory, along with a census that includes my troops.
>>
>>798847
>>798768

Mine here also.
>>
>>798872
>>798887
That falls under 'Map'.
>>798892
Okeydo, roll for infrastructural improvement and a division is 800 men.
>>798891
Did that here >>798623 I accidentally linked it to the Khagan though.

>>798872
Btw, even with your ridiculous wealth, your resources are stretched. You can for the time being no longer initiate giant, costly projects.
>>
>>798847
I also inspected my army and navy
>>
>>798917
Alright, then that will be our next project.
>>
>>798917

Rolled in my post chief.
Found here:
>>798768
>>
>>798943
Jolly good. You spend money and many, many manhours to assist the farmers of your realm in improving irrigation, and it pays off - your farms are producing significantly more!
>We must grow the population, Instruct the farmers to grow food.
>Wealth is what we need. Let them grow spices!

Btw, once the map's done, I'll institute a post order. Details will follow.
>>
File: Yes, Sire! Kingdoms edit.png (3.25 MB, 2000x1500)
3.25 MB
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Snake, are you still here?
If not, here's the map as it currently is.
>>
>>798917
Ahh okay.

>15% to wealth level above Ostentatious.
Nice.

Okay, I guess I will make an assets page to make things easier for everyone.

Army:
7 Squadrons of Swashbucklers (3500):absolutely amazing naval wafare, and very good on land.

2 Squadrons of arquebusiers (1000): standard slow firing but very deadly gunpowder unit.

1 Squadron of cavalry (500): medium armed and armoured horsemen that are solid but nothing special.

Financial Assets beyond settlements and forts:

Sea-food factory and preservation facilities, (15% progress to beyond ostentatious).

Research:

Standard late middle ages tech, with early gunpowder units.


Religion:

Protestantism.
>>
Rolled 68 (1d100)

>>798975
You see that village to the east ( i assume it's east) of Allister's Point? I want it. Rolling for the formation of a warband.
Standing armies are for nerds who have money.
>>
>>798975
STill here
>>
>>798975
>Kyros almost touches borders with the Khanate.
WELP, i guess it's time to go to war!
>>
>>798967

>Spices

Wealth helps all. Plus they're delicious.
>>
>>798976
An assets page?

Also, POST ORDER:
You may only post actions you undertake when it's your turn. Anything else goes in the Discord chat.
You have five minutes to post after the person before you posted. (This might seem harsh, but it means a full round of everyone posting takes more than half a damn hour already). I will reply to your post ASAP after you posted it, but I might say something to someone else in the same post.
THE POSTING ORDER:
King Linden I
Grandmaster Thanathos
High Noble Salt
King Ish I
Kári Ólafsson Seldælingur
Sultan Akkan
High Chief Ralf
Willem Hofburg
Ulkaz Khagan
Reichsfuehrer Snake

>>798995
I'll add you to the map then.
Mind filling this in whilst I'm busy?
>THE NORTHERN REICH
>Colour:
>Ruler:
>Government:
>Resource:
>Military Strength:
>Population Size:
>Population Growth:
>Wealth:
>Stability:
>>
>>798975
That looks beautiful, now we just need resources.
Hire the local people and encourage immigration to the new land to make use of the natural resources there. What natural resources are there? Timber?
>>
Is there a link to the discord chat in this thread?
>>
Also, Snake
>die stadtsnamen
kek
>>
>>799037
>>798529
Here, at the bottom.
>>
Rolled 5, 9, 5 = 19 (3d10)

rolling for wealth and shit
>>
Rolled 41, 8 = 49 (2d100)

>>798999
You what mate? Because that was opened land.

>>799016
Can I send people out to hunt/explore for resources in my land so its not just gems anymore? And Also call a meeting with my nobles/advisors?

>>799030
Would you like to set up a trade agreement and a sorts of protection. The Southern Kingdom would surely come for you shortly after attacking a neutral Citys trading port. That isn't planning on being involed in wars.
>>
>>799071
It's nothing...
*subtly prepares my 9000-man-cavalry*
>>
>>799071
If you will reciprocate my pelts for your gems, then of course.
>>
Looks like a neat multiquest.
>>
File: Yes, Sire! Kingdoms edit.png (3.31 MB, 2000x1500)
3.31 MB
3.31 MB PNG
The map with Snake's Reich in it.
I'll get to everyone's stuff now. After that, I'll have to call it quits for tonight - I've got a German exam tomorrow, so I have to hit the hay.
>>
>>799096
>THE NORTHERN REICH
>Colour: Lime
>Ruler: Reichsfueher Samuel Wherner
>Government: Nomadic tribes
>Resource: Ores- Common Metals
>Military Strength: Hit and run
>Population Size: Huge
>Population Growth: Stable
>Wealth: Comfortable
>Stability:troubling
>>
Rolled 34 (1d100)

What official turn are we on now, and is it my turn? or did I do my turn?

If it is my turn, I wish to start building some ships.

So I will start construction of a small naval ship yard in Wellington.
>>
I would like to assemble a warband of warriors to seize the village to the east and bolster my forces with their citizens. After that I might try to get to the river to facilitate trade.
>>
TO DO LIST II: LET'S DO IT RIGHT THIS TIME

>Willem's hilarious failure to convince prisoners to cooperate
>Snake's introquest
>Thanathos' Census and shipyard
>The Khagan's patrol and treaty bonuses
>Salt's new cities
>Akkan's Spices
>Ralf forming warband and taking shit
>Linden's Spymaster and pacifying/exploiting the new lands
>Ish's Council and Army/Navy Inspection
>Pastebin
Anything I forgot?
>>
>>799144
nope.

Would population levels be in the millions for huge population? because in medieval france they had in the millions iirc.

Oh yeah, and how big is the map? would my land be the size of great britain with some north france?
>>
Rolled 50 (1d100)

>>799144
I'm going to assemble my armies and march on Praust. It's time we take action
>>
Can everyone please put their colour into their names?

>>799177
Why are you marching on praust? it's deep in Wassten territory and I have troops availailable to help.
>>
>>799192
I believe he is the owner of the land and his people are rising up.
>>
>>799166
Probably? I'll look into populations soon. Yeah, that scale works.

>>799177
No you're not. What happened was, one of the men became so offended that he managed to break free from his constraints and shank you in the stomach with his own knife, before being killed by your guards. You're currently in your bed, being treated by medics. Oh, and you're in a full-on Civil War, so you lose a whopping four stability. Your generals are assembling the troops in your stead, though.
>Roll for recovery and roll to rally the troops
>>
>>799144
all shit seems nice
>>
Rolled 100 (1d100)

>>799096
I'd like to set up a meeting with the Rebellion lord of Mandeint if possible to convice him to join my empire or at the very least provide aid if he needs it in return for letting that port city become a bastion of trade/aid/ect.

If this is the wrong roll or time too ignore it please.
>>
>Snake's introquest

Mighty Reichsfuehrer, you are the strongest of the strong - the leader of the Northern Reich. However, your realm is far from unified, and many Untersturmfuehrers are practically independent. You can call them to arms in times of war, but they'll wage their own campaigns. What's worse, they have a nasty habit of declaring independence or challenging your rule. The latter is happening right now, as Untersturmfuehrer Fist is demanding single combat for leadership of the Blitzkavalleriegruppe, the tribes under your control. How do you react?
>I accept! Get my axe.
>Propose a race on horseback instead.
>Refuse any sort of competition.
>Have him 'disappear'.
>>
Okay, so my large population size (I would assume density is involved) in 3 cities and a few forts would have me with something like 1.5 million (huge would be over 2 million).

300 thousand in my capital Wellington
500 thousand in Auckland
200 thousand in Whangerei

600 thousand distributed throughout other smaller settlements and rural.

Land size, 2/3 france.


Does that get green light from you op? or should I half everything?

The Fjord has 2 infantry and a arquebusiers stationed at it, and the other forts have at least one squadron.

My capital and auckland are defended too.


>>799260
fucking wew lad. Nice job
>>
>>799262
>>Have him 'disappear'.
Cant have that now can we
>>
>>799260
I'd refuse as it's not on the to-do list, but by the power of nat 100, it shall be done.
After the rest has finished, though.

>>799264
This sounds reasonable. Could you do me a favour and make a pastebin, and have everyone inventarize their armies there? If I haven't given you your armies yet, make up something reasonable.
>>799269
Okay, roll.
>>
Rolled 11 (1d100)

>>799276
Need to make an example
>>
>>799276
All good, My bad. I won't be rolling again. Please let us know when we can. thought we could move along.
>>
Rolled 72 (1d100)

>>799204
>>
>>799278
Okay, here's what we do:
I'll be giving everyone their initial to-do list thing. Once everything of the list is crossed off, we'll delve into the consequences of these opening moves - resolving the civil war and seducing port cities, Snake's botched assassination, that sort of thing. I'll be running consequences for 35 minutes, starting now.
>>
Damn the map looks full
>>
Rolled 53, 93 = 146 (2d100)

rolling for army and navy
>>
Rolled 79, 74 = 153 (2d100)

>>799293
Rolling for army and navy composition
>>
Rolled 67 (1d100)

Rolling just for navy, since i already got army.
>>
>>799285
You need another 1d100 for the army

>Thanathos' Census and shipyard
Sadly, the New Zealander army and navy are not in a good shape. You have ten regiments - four footmen, four spearmen and two archers. The navy consists of seven heavy ships, eighteen light ships and enough transports to transport five regiments.

You attempt to remedy the navy situation through constructing a shipyard, but you have hired frauds! They took your money and ran. Damn.
>Hunt the bastards down
>Forget it, we'll never catch them. Hire other people.
>Invest in the army instead
>Other (Specify)

>>799318
You can still join if you want, though today's session ends in 30 minutes.
>>
Rolled 53, 81 = 134 (2d100)

>>799336
rolling because I've never rolled for the numbers on my navy/army. You I think just gave me them. Ignore if you want me to keep what i currently have.
>>
>>799326
who dis?

>>799339
Anyone that already has can keep what they want, or risk a reroll, though the reroll is binding. (The roll you just did didn't count)
>>
>>799356
i'll keep what I have then bb, No point in risking shit. Sorry.
>>
>>799356
Sorry again.
>>799326
So what does this net me military wise?
>>
http://pastebin.com/iG4yYi8j

I fucked up a bit. Only have the summaries along with northern reich.

Huge population is over 2 million
Large population is between 1 and 2 million

then it probs goes down by 200K per level.


Growth is probably: -3%, -2%, -1%, 0%, 1% etc etc.
>>
Rolled 96 (1d100)

>>799336
>>
>The Khagan's Patrol and Treaty Bonuses
The trade did wonders for your economy!
>Add 30% progress to the next Wealth Level
The patrols had some effect on keeping trade routes safe.
>Add 25% progress to the next Wealth Level

How To Calculate Progress:
Roll for Progress. Every ten on your roll adds 5% to your next level progress, be it Population Growth/Size or Wealth. Always round down to tens; so 57 becomes 50, which gives 25%, 32 becomes 30, giving 15%, etc...

>>799385
Jaysus, you really rallied all the clanns.
>>
>>799397
So that brings me to 110%, which brings me to the next wealth level, if i've got it right.
Or am i supposed to roll for it?
>>
Rolled 4 (1d100)

>>799336
hunt the bastards down

10 thousand troops for my non specialised army and navy is pretty good. So I got 5000 specialised troops.. 15000 total.
>>
>Salt's new cities
Although your new cities attracted a fair amount of people, they are still low on population, which means that they are worryingly unable to exploit the local resources. How do you remedy this?
>Penal colonies! Send prisoners there to commute their sentence through forced labour.
>Incentivize people to go and live in these cities.
>It will grow in time.
>Other (Specify)
>>799410
That brings you to the new Wealth Level! Congrats!
>>
File: Kattinkrat Noble Republic.png (3.82 MB, 2000x1500)
3.82 MB
3.82 MB PNG
Rolled 84, 56, 35 = 175 (3d100)

Name: Kattinkrat Noble Republic
Color: Khaki
Capitol: Kattinkrat
2 Major Cities: Petrokrat, Llytchinkrat
>>
Rolled 64 (1d100)

>>799397
Anywho
The Khan's next orders are:
Talk with the Marshal, get Siege Engines into the army. (Get wagons filled with barrels of gunpowder, build catapults, etc.)
>>
>>799428
A workers debt program, If they have debt or some other form of burden they cannot simply pay. They will pay it off at the Cities by building it or working there. Afterwords, They will be granted having paid off there debts/burdens and may live there like normal folk with a small plot of land or something else of that nature.
>>
>>799439
You get three forts too. Also, it seems you only have five sites in your realm. I'll add another.

>>799367
Yearly, I presume? And thanks!

>Akkan's Spices
You instruct your farmers to begin growing spices and other cash crops, like coffee and tobacco. It seems to have worked!
>Add Resource: Arable Land - Spices
>>
Rolled 8, 1, 6 = 15 (3d10)

>>799439
>wound up a nomadic tribe
fug
Forts: Tarnost, Ksov, Katra
>>
>Ralf forming warband and taking shit
Since you've already aqcuired your mount and your blade, forming a warband is a trivial task. You rally a decent group of armed men to your banner with promises of plunder and glory.
You gain:
1700 Spearmen
1000 Footmen
650 Berserkers (Loincloths and axes)
150 Cavalry
>Roll to annex the village
>>
>>799476
An ornately rich group of nomadic tribes with a minuscule population that focus primarily on armor smithing. Dude, wat. Shit's cray.
>>
>>799497
He should have them be dwarves.
>>
>>799497
At least i'm not the only one who got 1 on population.
>>
>>799476
>kossack empire go
Also, please specify what kind of armour you make - horse barding, for example?
>Linden's Spymaster and pacifying/exploiting the new lands
You end up with Lord Mirwyn, a fat alcoholic who inherited several estates. You fear he is simply not up to the task, at least not at the moment, but you need him on your side.
A more immediate challenge is provided in the form of the newly conquered lands. The barbarians did not bend over and take it, like they should - warriors are waging guerilla warfare, the population of Solitude hardly works, and many are even hiding resistance fighters - nothing of value is currently flowing back to Invictus. How will you remedy this situation?
>Lead by example! Send some of our own people to live there and civilize the barbarians.
>Deus Vult! Send some missionaries to convert the populace.
>Well, our army is still there...
>Other (Specify)
>>
>>799524
Only the finest in body armor for when you need to look flashy on the battlefield or in the bedroom. Buy Kattinkrat - it's the best!
>>
>>799524
>>Deus Vult! Send some missionaries to convert the populace.
They will learn our culture, even if it takes force
>>
>>799557
where the fuck is kattinkrat on the map? I can't see it anywhere
>>
>>799366
No worries.
A pretty solid army and navy, considering most people rolled in the 60-70 range.
I'd say Salt's navy is about 80, for a reference.

>Ish's Council (ditching the Army/Navy since he can roll himself)
The Council is not impressed. Though everyone agrees an university is a wonderful idea, they suggest you first finalize stabilizing the realm before embarking on costly ventures.

http://suptg.thisisnotatrueending.com/qstarchive/797566/
Thread archived btw. Since the pastebin is done, I'll just add Kattinkrat and then head to bed. Good run, folks!
>>
>>799590
Thanks for the run OP
>>
>>799590
thanks for running.
>>
>>799608
>>799603
Thanks for playing! I had a great time.
We'll figure out a new date to play in the Discord. I might be able to run tomorrow, actually.
Here's the most recent version of the map.
>>
>>799673
beautiful. I would not want to be Kattinkrat rofl.
>>
>>799782
We're used to suffering it's okay.
>>
goddamn sorry, i'm back chancellor
>>
Rolled 11, 15, 8, 20, 11, 20 = 85 (6d20)

This is for my "ruler" states. I am a republic so I guess this is for the appointed ruler who got voted in as head of state.

CK2 stats. I will arrange them for what I want to do, if I am allowed to.
>>
Rolled 7, 4, 10, 18, 5, 9 = 53 (6d20)

>>800546
I should probably do mine too in case I don't get to the thread tomorrow
>>
Rolled 17, 11, 5, 17, 9, 10 = 69 (6d20)

>>800546
stats
>>
Rolled 17, 17, 13, 11, 19, 13 = 90 (6d20)

>>800567
ded
>>
Rolled 7, 9, 16, 7, 15, 9 = 63 (6d20)

>>800546
Revving my ones
>>
Rolled 15, 4, 19, 17, 8, 15 = 78 (6d20)

>>800654
might as well
>>
Rolled 13, 3, 8, 4, 13, 2 = 43 (6d20)

Let's see if the Dice Gods keep giving me horribly average rolls even in my stats.
>>
Alright, I'm ready to roll again.
After some late-night bants and discussion, I've decided to implement ruler skills.

Diplomacy: Statecraft and personal charisma
Martial: Tactics and strategy
Intrigue: Plotting and assassinations
Stewardship: Making money and running the country
Learning: Education level
Personal Combat Skill: How well you can fight

Roll 6d20 and assign as desired. Whenever you roll, I'll select the skill most relevant and add that as a bonus to your roll.
Also, MAP EXPANSION INBOUND
>>
Rolled 12, 11, 4, 17, 13, 11 = 68 (6d20)

>>802615

Let's give this a go.
>>
>>802615
Diplomacy: 13
Martial: 13
Intrigue: 2
Stewardship: 8
Learning: 3
Personal Combat Skill: 4

The Khan is basically retarded.
Oh, well, that's what the council's there for, isn't it?
>>
>>802621

Diplomacy 13
Martial 11
Intrigue 11
Stewardship 12
Learning 17
Personal Combat 4

Well educated, but soft and pampered, as befits a sultun. Physical combat is what you have soldiers and bodyguards for.
>>
Fair enough.
Whilst I'm working on getting the map updated, let's tie up some loose ends.

>Ulkaz Khagan starts building siege equipment
You meet with your Marshal, Pritig Khan, to discuss the possibility of siege weaponry.
"My lord, we do not have these for a very good reason. Our army consists entirely of cavalry; speed is our biggest advantage. Cumbersome siege weaponry would take that advantage away". He suggests several ways to enable your army to attack fortifications, though it will never truly be your strength.
>Send siege engineers with the army that will build weapons on the spot
>Give the men barrels filled with gunpowder, to destroy the walls
>Other (Specify)

>The Sultan decides on a course of action
You have rested for a day or two after stabilizing the realm and ensuring that spices can be produced - you feel it's time for some more action. What will you do?
>Let's go shopping.
>Stroll through town.
>Hear petitions.
>Attend the debates in the House of Viziers.
>Other (Specify)
>>
>>802633

>Attend the debates in the house of viziers.

Can't hurt to see what the plotting snakes are up to. For the moment there's a healthy number of supporters in there, and the rest wouldn't dare act against me so soon, surely, but it can't hurt to see what they're talking about. You never know, they might actually be discussing something important.
>>
>>802633
>Give the men barrels filled with gunpowder, to destroy the walls. And make sure the barrels are reinforced. Wouldn't want some archer using arrows that are on fire blowing them up before we bring them to the wall.
Also,
>infantry. They will come in wagons, right behind the cavalry. They will be armed with spears, scimitars and shields.
Is this possible?

>>802622
Also, new fluff:
Some time after settling down, an illness has struck the Khan, greatly worsening his physical condition. But nonetheless, he pushes on, driven by the wish of seeing his Khanate rise to glory.
>>
>>802635
You decide to see what is currently going on in politics. Initially, it's all dull tax policies, where the only subject of debate is the amount of numbers behind the comma when it comes to taxation, so it's not very relevant. However, after this, a motion to ban people who do not practice the faith of the Sultanate from worshipping in public, wearing religious articles or building their own religious buildings. The HoV seems divided on this issue; a great speech from you could very well swing the balance.
>Speak in favour of the ban.
>Speak out against the ban.
>Do not speak
>Other (Specify)
>>
Rolled 97 (1d100)

>>802640

>Speak out against the ban.

Although the sultunate has always primarily worshipped the Balance of Light and Dark, it has also always tolerated other beliefs. There is no reason to ban other faiths. If anything, the balance of believers to non-believers is just another element of our faith, and should be maintained.
>>
>>802615
I am here on my phone
>>
>>802636
So essentially chariots? Sure, that can be done.
Also, do you already have a court physician?
>>802647
After an awe-inspiring speech, the likes of which have never before graced the House of Viziers, the bill is unanimously blocked. Some Viziers even express a rekindled interest in foreign faiths!
>>802656
>Snake failing at into intrigue
You order one of your men to poison the challenger's wine. Unfortunately, the man you gave the order isn't the brightest, and loudly confirms your order. In a tent.
Suffice to say, the challenger storms in furiously and demands an explanation.
>>
>>802656
Also my stats from yesterday

Diplomacy 5
Martial 17
Intrigue 10
Stewardship 9
Learning 17
Personal Combat 11
>>
Rolled 33 (1d100)

>>802662
Say that my subject must just be paranoid, as I said nothing of the sort
>>
>>802662
Yes, Khaluun Tsust is the court physician.
After getting sick, The Khan asked for the best medic his men could find in the capital.
Why, is the Khan's health worsening?
>>
Rolled 12, 7, 8, 11, 7, 13 = 58 (6d20)

>>
File: Yes, Sire! Kingdoms.png (4.84 MB, 3050x1500)
4.84 MB
4.84 MB PNG
Here's the map update! It's been a LONG time since I made the original map, so the colours don't exactly match, but it's close enough.
>>802670
The man spits on the ground at your feet.
"I heard what I heard," he says. "I,
Untersturmfuehrer Fist of the Fickdich Clan, declare a Blood Feud!" You have made a mortal enemy for life.
>Try to calm him down.
>Fine! We will settle this like warriors.
>Guards! Seize this man!
>Kick him out of the Reich
>Other (Specify)
>>802672
Roll to make a recovery, then.
>>
>>802682
The Krattri are invaders. Originally from the east they were pushed west by pressure and attacks by nomadic tribes. They settled in the northwest after killing most of the original inhabitants. The result: low numbers but plenty of wealth and land for the families that remain.
>>
Rolled 90 (1d100)

>>802686
Just fucking shank him
>>
>>802691
You draw your dagger and bury it in the man's stomach before he can react. You twist it around, and the man's face contorts in agony as he drops to the ground. Thinking quickly, you take his blade, cut your lower arm, and place the bloody dagger in the man's hand. The ruse works, and nobody contests your claim that it was self-defense. That's one more problem out of the way.
>>
Rolled 76 (1d100)

>>802697
Call to prepare to ride on kattinkrad
>>
>>802688
Not the most unified group, the Krattri elect a Krattyr from among the largest and most wealthy families. The expectation in their new home is the same as in the old. The merchant houses provide the cash and the noble families provide the manpower. Working in tandem the system functions. It fails when the Dova house of merchants doesn't back the Krattyr or nobility.
>>
Rolled 63 (1d100)

>>802686
>>
>>802704
Khaluun Tsust correctly identifies the Khan's illness as severe food poisoning. He gives the Khan a laxative and orders him to stay in bed and drink a lot of water. It seems to have helped somewhat.
>>802700
You send out a call to your Hordes, and they answer. You generally are able to steer them roughly eastward. Did you already have your army defined?
In general terms, your armies are (almost) completely mounted, and the Hosts controlled by your vassals are practically autonomous
>>
Rolled 91, 71 = 162 (2d100)

>>802719
While the Khan is sick in bed, other rulers conquer the lands.
This will stop now!
The Khan sends out one of his hordes eastwards, to estabilish a colony. Their old lands may welcome them back, and help the Khanate.
Then, The Khan sends an envoy south, to the Sultanate. He wants to propose an Alliance.
>>
>>802729
You send out the horde of Tryggit Khan, to reconnect with your former peoples.
To his and your surprise, it appears that your kinsmen have followed your lead, at lease these, and already settled a city! They happily accept the protection of the Khanate.
Which city do you want, and what do you name it?
I don't go over inter-player diplomacy, you'll have to settle that with the Sultan.
>>
File: image.jpg (762 KB, 2600x1279)
762 KB
762 KB JPG
>>802730
The Khan conquers this city, and names it Naiz.
>>
>>802615
Diplomacy: 12
Learning: 7
Stewardship: 8
Intrigue: 11
Personal combat: 7
Martial: 13
>>
>>802729

The envoy may be a smelly nomad savage, but I greet him diplomatically and hold a dinner along with some of my favourite viziers.

I'm not necessarily against an alliance, but what exactly are you asking for? My realm isn't currently under any threat from outside and your people are, forgive me for saying, an invading horde. I don't want to agree to a full military alliance if you'll just drag me into a distant war. Perhaps for the time being, a simple agreement of non-aggression between us would be more suitable?

And there is the matter of the neutral land between us. In which sphere of influence does this fall?
>>
File: Yes, Sire! Kingdoms.png (4.85 MB, 3050x1500)
4.85 MB
4.85 MB PNG
City get! Due to your critical success, there's no troble with intergration.
>>
>>802735
I could make it an independent city-state.
That'd give some fun dynamics between you two.
>>
Rolled 35, 56, 11 = 102 (3d100)

Let's roll, in the name of the Great Moose in the Sky
>>
>>802719
My personal horde is an elite unit that has served since I united the lands of the Reich. The rest of . The hordes have about s 3:1 spread of horse archers to regular cavalry. There are a small amount of magic users spread out between the hordes. Each horde has a designated chaplain
>>
Rolled 4, 10, 8 = 22 (3d10)

>>802751
>>
>>802735
The Khanate does not ask for your military help, revered Sultan. As you have said, an agreement of peace will suffice. But, we also seek your help in expanding our commerce. To put it simply, we ask for permission to trade with other kingdoms by making our merch pass trough yours first. Of course, The Sultanate would get a share of the profits.

As for the neutral land between us, The Khan wishes to come to a peaceful agreement, and asks for your thoughts firstly.

>>802740
(Yeh, that would be pretty fun)
>>
Praise the Great Celestial Bear, we exist!

>Grand Principality of Veja
>Colour: Yellow
>Ruler: Grand Prince Radek IV Pavarža
>Government: Aristocratic Monarchy
>Resource: Animal produce
>Military Strength: Strength in Numbers
>Population Size: Massive
>Population Growth: Slow
>Wealth: Ornate
>Stability: Secure
>>
>>802764

Ah, then it seems we can agree. All trade is welcome in the eternal city, so long as the taxes are paid.

The route between our realms must remain open, of course. As such, I propose the city between us be approached and offered a position as a protectorate. The sultunate is happy to take up the duty of providing this protection, seeing as we are the larger and wealthier of the two realms.

Of course, should they prove uncooperative, more drastic measures may eventually become necessary. We can't have the trade between our realms disrupted, after all.

>>802740

So yeah, I'm on board with this idea.
>>
I have nations too woo, and money to make. Let me through commoners.
>>
>>802776
Oh, it would not be a problem for the Khanate to take up the role of protector for the city either, as the Khan's Hordes are many and powerful.
But these are not things to be worried about now, are they? We have no reason to decide until we are sure that this neutral land agrees to cooperate.
>>
Rolled 5, 10, 51 = 66 (3d100)

>>
Rolled 63 (1d100)

>>802719
I will say to my men one thing. Gotta Mit Uns. To war.
>>
Rolled 2, 10, 2 = 14 (3d10)

>>
>>802810
Very well. Your Hordes ride off to the east.
>roll to surprise Kattinkrat

>Kattinkrat, roll to not be surprised
>>
>>802820
What die am I rolling
>>
Rolled 54 (1d100)

>>802820
Deus Vult!
>>
>>802823
its a 1d100 unless otherwises stated.
>>
Rolled 13, 36, 41 = 90 (3d100)

>>
Rolled 7, 3, 8 = 18 (3d10)

>>
>>802820
Don't our stats get added to the rolls?
>>
>>802847
Yeah.
Both of you can add your Martial to the roll.
>>
>>799457
Very well, roll plus Stewardship.
>>
>The Isle o' Pine
>Colour: Prussian Blue
>Capital: Darca
>Major Cities: Bri'ed & Teele
>Major Forts: The Point Of Ayre, Triomaigh & Turas Trasna
>Government: Aristocratic Monarchy
>Resource: Gems
>Military Strength: Disciplined Troops
>Population Growth: Flourishing
>Population Size: Small
>Wealth: Ornate
>Stability: Stable
>Pine is a lush, green bog. It has little arable land suitable for farming, and where the land is flat enough for farming little more than potatoes, carrots and vegetables grow; and grass, lots of grass and pine trees. Much of the people have therefore taken to the ranching of sheep and goats, and they live in little villages clustered around the nations many forests, rivers, lakes and glens - the only exception being the famed gem mines where emeralds,sapphires, rubies, garnets and many other fine specimens of geology are pulled from the earth. The land is ruled by local warlords or "Clans" - hereditary familial nobles who provide protection in return for tribute, the Chiefs of the clans come together to elect one of their own High Chief to lead them all in times of crises, he rules until death. In peace the governance is very decentralised and if the environment didn't make it so difficult, there would probably be much war between the Chiefs.
>>
>>802797
So, do you send joint envoys to the city-state?
>>
Rolled 10 + 11 (1d100 + 11)

>>802871
>>799457
>tfw this is you're lowest stat feelsbad.
>>
Rolled 78 + 8 (1d100 + 8)

>>802871
The Khan, once more, expands his trade routes. He orders his ships to travel westwards from the Sultanate, to the Authority of Spheres, and sell their goods there.
Furthermore, other mercantile ships travel from the Khanate to The Principality Of Wassen and The Republic of New Zealand, with the same objective in mind.
(Rolling +Stewardship)
>>802882
I assumed we did.
>>
Rolled 79 + 17 (1d100 + 17)

>>802862
Rolling
>>
>>802887
You send the debtors off to the colonies, and for a while, all is well.
However, one day, a battered ship sails into the docks. The governor of Kyros staggers off, bearing dire news; a charismatic debt-worker has rallied the other forced labourers, along with the city's poor, and has ousted your colonial government in open revolt!
>Negotiate with them
>Alert all commands. Deploy the fleet.
>Arrange an 'accident' for this upstart
>Other (Specify)
>>
>>802900
>Negotiate with them
>>
Rolled 4 + 13 (1d100 + 13)

The border patrols of fort Katra may or may not be paying attention.
>>
>>802901
Alright, roll+Diplomacy.
>>
Rolled 48 + 13 (1d100 + 13)

>>802913
TELL ME WHY YOU THOUGHT THIS WAS GOOD.
>>
>>802914
>>802913

That should be a 17, I'm just retarded 65
>>
Rolled 71 (1d100)

>>802615
20 in stewardship, 20 in learning, 15 in martial, 11 in intrigue, 11 in diplomacy and 8 in personal combat skill.

>>802732
FUCK YES THERE IS MORE TO THE MAP??!!

OKAY THAT CHANGES EVERYTHING!

I am literally in the center of all the countries so Katingrat doesn't look as lonely :3

I think it's my turn now?

I will continue working upon my stewarding, building my naval yards in wellington.
>>
>>802915
It seems like the rebels have some justification for what they did. The Governor, in a flagrant breach of contract, pressed the debtors tino what amounted to slavery. You could have him arrested and handed over to the rebels, who promise to stand down on the condition that they get to decide his punishment but he is of a powerful family...
>He broke the law and will be dealt with accordingly.
>Justified or no, rebels are rebels. Send in the army.
>Other(Specify)
>>
>>802882
>>802797

Envoys are sent to the city between the khaganate and the sultunate. The dhakir delegation arrive with gifts of rare woods and spices to present to the ruler (or rulers, as we haven't fluffed what sorta nation this is at all yet). We suggest, given their important position between our nations, that they allow trade from both to cross their lands freely and, furthermore, that they accept our offer to help defend their lands against any foreign invaders in order to protect the interests of all three parties.
>>
>>802908
This is looking short lived
>>
>>802922
>He broke the law and will be dealt with accordingly.

>What happens when you breach your contract in any fashion, a deal is a fucking deal.
>>
Rolled 1 (1d100)

>>802920
Nice. I manage to complete my naval ship yard in Wellington and it has space for construction of 20 of my good ships (but it's a strain if I keep that up constantly without making a profit off the ships), and the docks can fit all my ships I have if needed though it will be slightly cramped.

>8 military ships a year, and 12 privately payed for merchant ships of varying types a year during peace times. These trade ships are sold by the state to the merchants patroning them for a reasonable profit, enough to keep the production of ships a net even.

(I hope I didn't go too much lol).

Rolling for tax reform, since I personally haven't been ruling before the latest tax adjustments.
>>
>>802923
The envoy sent by the Khanate is simple, but nonetheless imposing. A band of men riding horses, a couple of them dressed in fine clothes, the others armed and wearing armor. They bring gifts: strong, well-bred horses and fine cloth.
(Should we roll for it already?)
>>
Rolled + 13 (1d00 + 13)

>>802950

Lets do it. Rolling to impress.

(when you're home and ready, chancellor, do you want to make up some fluff about this city state for us?)
>>
Rolled 76 + 13 (1d100 + 13)

>>802954

Lets try that again.
>>
Rolled 39 + 13 (1d100 + 13)

>>802954
C'mon, my old, sick Khan can be more diplimatic than some young, charming Sultan!
>>
>>802946
Umm. My tax reform went completely terrible. My fellow lords on the committee decided to reduce taxes significantly, and to make the various areas in our country a bit separated in tax law.

(my excellent commerce skill managed to save a few things though, like military kept its tax amount, as a separate tax).
>>
>>802908
>>802894
The Hordes of the Reichsfuehrer hunt down any patrols and surround all forts, cutting off any early warning signs.
As such, the countryside is easy prey, and the Hordes of the Krattyr are severely on the back foot.
>Wise Krattyr, how will you save your realm?
>Rally the army in the east. All is lost unless we make a fist.
>Conduct guerilla warfare.
>Try to negotiate a peace deal.
>Other (Specify)
>>
Rolled 47 + 17 (1d100 + 17)

>>802998
Deus Vult! Ave Maria!
Isolate their hordes one by one
>>
>>802936
You send the governor back to whence he came, bound in irons. Not too long later, you received word from the new Governor - one voted for by the city's inhabitants - that justice has been done, and that they welcome your benevolent rule back.
The goveror's family sent you a cryptic letter, warning you to take excellent care of your trade ships. They sink so easily.
>>
Rolled 75 (1d100)

>>802998
Boveskov did not become Krattyr by bashing his head against a wall. Instead he looks to influence the individual hordes one by one. Envoys go to the untersturmfuhrers to buy and politic for their support against the reichsfuhrer, reminding them of the ways he violated horde law by murdering those that would not bend to him. He suggests that perhaps a new fuhrer was needed. One of them.

>politics and intrigue
>>
>>803043
86 total
>>
Rolled 5, 99 = 104 (2d100)

>>803019
He would re-pen a letter in response stating that it looks horrible if word got out that Family was unable to keep there word and contract in a very driven world.

>RnD a faster means of travel wither it be via magical or techongical ways. Airships possibly.

>First has a +17 and is soothing noble family
>Second has a +19 and is researching
>>
Ladies and Gentlemen, I have devised a way to make the turns system work in a way that clarifies a lot for everyone and greatly streamlines the game.

>Everytime a new turn starts, I will make one big post explaining the results of everyone's actions of the previous turn and update the map if needed. Everyone can reply with THREE actions they shall undertake. These actions MUST be combined in ONE post; actions posted in a second post in the same turn will be ignored.
>The length of a turn shall be ONE month.
>At the end of the turn - so when I post the results of all player's actions - each player may add their Population Growth Level times 5% to their progress to the next Population Size Level.
>At the end of the turn, you may add your Learning stat to your Research progress as Research Points. How many Research Points you need to finish research depends on the thing you are researching. You can spend an action on increasing research progress, in which case you will roll a Learning check. Every ten rolled adds five Research Points; so a 20 adds ten, a 30 adds fifteen, etc. A critfail results in a research setback.

Any questions? Criticism?
>>
>>803060

Nice. This will make things a LOT simpler and easier to know what's going on.
>>
I wish to build my army (still not sure if standing or levies) up further, and reach to the Northern Reich for an alliance.
>>
>>803060

Yes, one. We'll all end up at max pop size quite quickly. What happens if you have the tenth level of pop? Do you just stop growing? Will new levels be created beyond that?

Other than that I'm happy to go with it all.
>>
>>803043
They don't know I killed that guy
>>
>>803091
Fair enough, I was wondering on how to deal with that. Reduce it to 1% then?
>>
>>803060
It's all much more simple and tidy, i like it.
But, my only criticism is about the Population Growth. I feel like a lot of people will quickly reach max Population Level. Maybe the growth could happen every 2 turns?
>>
>>803102
That works too. Shall we go with "Pop Growth Level x3% every two turns"?
>>803082
Your call whether or not you have levies or a standing army.
>>
>>803105
So is this a new turn?
>>
>>803107
Almost. I'm updating the map and processing the latest things everyone did. Stand by.
>>
>>803060
This is pretty good I haven't posted any actions because I wasn't sure when I was supposed to. I still don't actually. I've been waiting for prompts from you.

>>803092
They don't know you didn't kill him either and a rumor can be just as potent as fact.
>>
>>803105
I'd appreciate a standing army, though I don´t know what numbers I have regarding to it.

Also, I wish to order more rural housing built. Our population is exploding and we need to make sure to facilitate that growth. Part of it can be moved into the army.
>>
>>803114
Well. They do know I killed him, but think it was in self defence
>>803105
Also can I say what we were researching?
>>
>>803114
My bad, I was extremely chaotic in processing everyone's actions.
>>803120
Yes.
EVERYONE:
Pick your research now. When the next turn begins, you will receive this turn's Research Points, even though the turn system technically hasn't begun yet - it will when I post the next wall of text, though.
>>
>>803129
uh, this? >>803049
>>
>>803135
Yep.
>>
>>803129
>Research a way to combine magic with our currentb technology
>>
>>803129
The Khanate researches the artifacts left behind by their ancestors. Their runes, in particular, which are said to be imbued with the Gods' magic.

Should we also roll for it?
>>
>>803129
I will research military navy.
>>
>>803165
You can risk a setback and roll for more points, or you can take the slower, but safe option of not rolling and just adding your learning.

Also, please specify EXACTLY what you want to achieve. Are these healing runes? Blinding runes? Snake, do you want to be able to enchant weapons? Armour?
Iirc, Salt was researching Airships.
>>
>>803129
Research into medicine and physical health care. There are few of us and the fewer that die to illness and wound the better.
>>
>>803172
I prefer Armored Galleon War-Skyships.
>>
>>803129

As some of my assigned soldiers were gunmen, I assume we have basic firearms. As such, we will create bigger ones. The Sultun desires cannons.

>>803155
>>803165

Look at these scrubs wanting magic. All you need is science!
>>
Rolled 82 + 3 (1d100 + 3)

>>803172
Alright.
For now, we will research the Runes of Water, used for healing wounds and diseases.
I'll be rolling for it since my learning is basically nothing.
>>
Rolled 5 + 17 (1d100 + 17)

>>803172
Enchant weapons first
Rolling for research
>>
>>803243
Is that still a critfail even with bonus?
>>
>TURN RESULTS

>REICHSFUEHRER SNAKE
You attempt to steer your hordes into surrounding the hordes of your enemies. You run into various problems; several Untersturmfuerher prefer to pillage and loot the countryside, and the riders of the Krattyr know the land better than you, so they often escape.
At long last, however, you surround one of the enemy hordes.
>Slaughter them all! Charge!
>Send them an offer of surrender.
>Starve them out for a while.
>Other (Specify)
You sent one of your shamans to research a way to enchant your weapons to burn with magical fire, that you may better slay your enemies. Sadly, he lit himself on fire and died. You have found a new Shaman, but he is notably less competent than your previous one. Your research is set back.
(A natural 10 or lower is always a critfail, regardless of modifier).
Researching: Enchanted Weapons
Progress: -17/250

>KRATTYR BOVESKOV
One of your hordes has been surrounded by the invaders! What do they do?
>Surrender.
>Attempt to break through.
>Fortify an encampment and hold their ground.
>Other (Specify)
On the bright side, however, several lower commanders and even one Untersturmfuehrer have listened to your envoys. He has not officially switched sides yet, as he will require proof of payment.
>Send him gold.
>Send him a contract with the rights to hunting grounds.
>Send him the finest suit of Krattyr body armour you have.
>Other (Specify)
Also, have you rolled for your army and navy yet?

Researching: Medicine
Progress: 7/150

>ULKAZ KHAGAN
The expansion of your trade routes has paid off greatly! New wealth flows into the Khanate.
>Add 12% to the next Wealth Level
(I nerfed rolls - going up a Wealth Level every other roll seems a bit OP. It's now +3% for every 20 you roll).
Sadly, your envoy returns to tell you the Free City of Krythen-Ra has rejected your offer of protectorateship, though they are willing to trade.
Researching: Healing Runes
Progress: 85/200

>SULTAN AKKAN
Your envoy returns, beaming with pride. It seems the 'Free City of Krythen-Ra', as they call themselves, graciously accepts your offer to become your protectorate and let the trade flow!
Researching: Cannons
Progress: 17/180

>HIGH NOBLE SALT
Your letter has greatly offended the ex-Governor's family, who are now threatening to drag you to court over this!
>Offer to settle outside of court.
>Fine! The law is on my side!
>Other (Specify)

Furthermore, you proposed to your trusty master shipwright Michael the Rider the idea of 'Skyships'. As it turns out, he had been tinkering with this very idea and already has several blueprints, greatly aiding this progress!

Researching: Sky Galleons
Progress: 137/500

>1/2
>>
>>803401
>GRANDMASTER THANATOS
You successfully manage to construct your shipyard. It will be able to maintain about twenty extra light ships or seven extra heavy ships for your fleet. (How big was your navy again?).
Sadly, though, your tax reforms were an absolute disaster. You rolled them back when this became apparent, but the damage has been done.
>Lose 25% to the next Wealth Level. This can cause you to lose a Wealth Level.

Researching: Naval Armour
Progress: 20/120

>KÁRI ÓLAFSSON SELDÆLINGUR
You can roll for your army and base something reasonable off that.
Also, your actions have no effect if you don't roll, sorry. My fault, I should've been clearer on that.

Friendly Request:
Could everyone post their ruler stats, army size and composition and navy size and composition? I haven't inventarized those yet.
>RELEVANT LINKS
http://suptg.thisisnotatrueending.com/qstarchive/792057/ (Previous Thread)
http://pastebin.com/iG4yYi8j (Pastebin)
https://discord.gg/XJjnReX (Discord Groupchat)
>2/2
>>
Rolled 30 + 17 (1d100 + 17)

>>803401
>>Slaughter them all! Charge!
KILL THE PAGANS, GOTT MIT UNS!
>Attempt to convert any errant subjects to the one true faith of Catholicism.
>Attempt to start unifying the hordes
>>
>>803427
Roll+Learning for conversion and Roll+Stewardship for the unification.
>>
>>803427
ruler stats are below
Diplomacy 5
Martial 17
Intrigue 10
Stewardship 9
Learning 17
Personal Combat 11
Current army composition is around 3:1 ratio of horse archers to regular cavalry or lance men, There are occasional magic users spread out among the hordes. Each horde has some form of chaplian.
Navy is focused on light, fast ships with occasional heavy ships
>>
Rolled 85 + 17 (1d100 + 17)

>>803427
conversion
>>
Rolled 69 + 9 (1d100 + 9)

>>803427
Unification
>>
>>803407
Army: (5,000 top quality, 10,000 standard)
SPECIALIZED: 7 Squadrons of Swashbucklers (3500):absolutely amazing naval wafare, and very good on land. 2 Squadrons of arquebusiers (1000): standard slow firing but very deadly gunpowder unit. 1 Squadron of cavalry (500): medium armed and armoured horsemen that are solid but nothing special.
Non specialized: You have ten (10K men) regiments - four footmen, four spearmen and two archers. The navy consists of seven heavy ships, eighteen light ships and enough transports to transport five regiments(5K men).


20 in stewardship, 20 in learning, 15 in martial, 11 in intrigue, 11 in diplomacy and 8 in personal combat skill.
>>
Rolled 98, 61, 67 = 226 (3d100)

>>803401
>Fine! The law is on my side! +17
take me to court! I'll win this shit bitch.

>Keep on that RnD, We gotta master the sky +19

>New armor for my boats and skyships +19
>>
Rolled 94 + 17 (1d100 + 17)

>>803407
RnD
>>
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250 KB PNG
Rolled 49, 46, 76 = 171 (3d100)

>>803401
>>803407

You gave me these military stats earlier.

9 Pikemen Divisions
2 Gunmen Divisions
2 Camel Cavalry Divisions
2 Mounted Archer Divisions

800 men per division.

1 heavy ship
10 light ships
5 divisions worth of transports

And I got these for my ruler.

Diplomacy 13
Martial 11
Intrigue 11
Stewardship 12
Learning 17
Personal Combat 4

And now I give three actions for this turn, right?

>Build public baths and fountains in Dhakir. It's the greatest city in the world after all, so we should make it less smelly.

>Expand the grand bazaar in the city. Now we have trade from the khanate of jagazai and krythen-ra coming in, as well as our own increasing spice trade, we need a bigger and better place to trade.

>Send an expedition to the east, to the marked settlement, and bring it under the sultunate's control.

Could I get a little more info about krythen-ra?
>>
Rolled 65 (1d100)

>>803434
Alright Chancellor, I rolled for getting resources exploited and the barbarians that are causing trouble to get Deus vulted. I want to go across my empire and look for the brightest minds to be brought under governmental control
>>
Rolled 44, 79, 80 = 203 (3d100)

>>803401
Firstly, The Khan sends out another one of his Hordes, to conquer more land. (+13)

Secondly, The Khan tells his men to scout the caves, the underground, in search for ores and gems. (It's stewardship, right? If so, +8)

Thirdly, The Khan tells the scribes to keep studying the acient Water Runes. (+3)

Stats will be coming up shortly.
>>
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>>803495
Whoops, forgot the map.
The settlement will be named "Nergüi"
>>
Rolled 62, 81, 5 = 148 (3d100)

>>803407
Okay my three actions are:

1: establish a cannon fortification of The Fjord

2: train more arquebusiers

3: research into gunpower

My learning and stewardship make 1 and 3 with plus 20. My martial of 15 gives that bonus for 2.
>>
Rolled 7, 31 = 38 (2d100)

>>803494
>>803407
For my other two actions, they will be expanding the army to include more gunmen, and upgrading the infrastructure of the empire, to better facilitate trade and commerce.
>>
>>803516
What kind of Gun Power do you want to research?
>>
>>803553
mining charges.
>>
>>803553
OP I have returned again.
>>
>>803576
Welcome back!
>>
Heads up!
I'm summarizing everything in a handy cloud spreadsheet.
https://docs.google.com/spreadsheets/d/1i4xT9hlgwe8b_kBzvD9y47n6lNStsjSEGR50DGLps6M/edit?usp=sharing
>>
7, 9, 16, 7, 15, 9
>Diplomacy:15
>Learning:16
>Intrigue:9
>Stewardship:9
>Martial:7
>Personal Combat skill:9

These are my stats
>>
>>803610
Is there yet room for new players?
>>
Rolled 7 (1d100)

>>803586
>>
Rolled 77 (1d100)

>>803407
Rolling ,where can I find my ruler stats?
>>
Rolled 53, 84, 67 = 204 (3d100)

>>803401
I have not. It wasn't something that it was stated I needed to roll in the OP.

>Breakthrough
There is little hope in outlasting the entirety of the Reich hordes, but there is certainly merit in finding a flank and turning it to allow some to escape to one of the cities.

>The Untersturmfuhrer and Reich Commanders
Offer to the Untersturmfuhrer land rights near Fort Katra and a suit of the finest Krattri armor. We've got plenty of it considering we were caught unawares and unable to really mobilize anyone. The other minor commanders can be paid off, preferably to join our side but otherwise to simply go home.

>Arms and Manpower Purchases
The world is full of rough men and women with little morality who will fight for coin. The Krattri simply lack the numbers after their forced migration to fight the Reich horse to horse, but they do have a ton of gold with which to purchase the aid of others.
>>
Rolled 14, 98 = 112 (2d100)

>>803407
Rolling for military
And the second roll for an action

And I should search for a main wife.
Concubines later
>>
Rolled 32, 39 = 71 (2d100)

I guess I will roll for military size and quality
>>
>tfw you start the game and already find yourself involved in the teutonic crusades

we're gonna need a bigger lake
>>
Rolled 9, 9 = 18 (2d100)

>>803690
Mer, Army/Navy
>>
>>803649
Roll 6d20.
Diplomacy, Martial, Stewardship, Intrigue, Learning and Personal Combat Skill. Arrange the dice results as desired.
>>
>>803625
We have some room left in the East.
Once I've posted the Turn Results I'm signing off for tonight though, but you're welcome to join next time :)
>>
Rolled 6, 16, 8, 18, 13, 4 = 65 (6d20)

>>803733
Alright, lets do this.
>>
>>803837
Well, at least the army will be able to grow. I want to muster all the men under arms in my kingdom, and a fifth of every man of fighting age from each village. I need to build up my army.
>>
>>803653
Totals: 66 95 79
>>
Rolled 74 + 17 (1d100 + 17)

>>803653
DO NOT LET THEM ESCAPE
>>
>>803887
pls no
>>
>>803900
>>
>TURN RESULTS

>REICHSFUEHRER SNAKE
The encircled Horde launches a desperate attack in order to break through the encirclement and escape, though your men hold firm and beat them back. It looks like a stand-off for now.
>Starve them out some more.
>Now that they've bled, they might be willing to listen to reason. Send an envoy demanding unconditional surrender.
>They're weakened, attack!
>Other (Specify)
Meanwhile, the priests you have sent out to your men have managed to stomp out all traces of paganism in your Hordes! Even better, this seems to have had some effect on your nation's unity!
>Deus Vult! Call for a holy celebration!
>Talk to your new brothers in faith, in hopes of unifiying the Reich even more.
>Other (Specify)
Alas, as you rejoice in this glorious triumph of faith, a messenger bears news that instills great anger in you - the Fickdich Horde has switched sides! This is a disaster! What's worse, it seems this has led other Untersturmfuhrers to doubt your leadership capabilities. There are no talks yet of open revolt, but one significant loss and you could be looking at breakaway factions and more turncoats.
>Send assassins after their leader's head!
>Try to bribe him back into the fold!
>Let him be, we have plenty of men to deal with him.
>Other (Specify)
The new Shaman seems to have depths untapped until now - he has made great progress in his mystical research!
Researching: Enchanted Fire Weapons
Progress: 111/250

>KRATTYR BOVESKOV
You can roll for your army and navy, then. The Google Spreadsheet has a handy reference chart.
Though your encircled men held fought like lions, they were beaten back when they tried to escape.
>Tell them to try again. They're doomed if they stay there.
>Fortify camp and prepare for a siege.
>Other (Specify)
The Untersturmfuhrer graciously accepts and openly raises his banner aside yours. This might very well turn the tide of battle!
>Instruct him to try to break your encircled Horde free.
>Tell him to rally to you
>Other (Specify)
Though there are normally not many mercenaries wandering through the Kattinkrat Noble Republic, many are passing through on their way to sell their swords in the Wassten Civil War. You manage to hire a significant amount of these warriors of fortune.
>You hired 3000 Spearmen, 1000 Footmen and 1000 Archers. If you keep them hired for more than two turns, it will strain your economy, resulting in losing -5% Progress to the Next Wealth Level per turn.

Researching: Medicine
Progress: 14/150
1/?
>>
>>804028
>ULKAZ KHAGAN
Though your new expeditionary force has made some progress, the locals offer fierce resistance. Settling this new land will take time.
(I had to change the city as that one was taken by a new player).
>Keep trying. (Sustained Action, ETC 4 Turns.)
>Abandon the settlement.
>Other (Specify)
Better news arrives in the form of your prospectors - it seems your lands might hold something of mineral value!
>Begin establishing mines - This will take three turns, draw on so much of your wealth that you cannot start any other projects until it is completed, and will let you roll a 1d100 to see what Resource you get. It will also cost you one Action Point every turn, and you will have to roll to see if disaster strikes.
>Noted, but leave it be for now.
The study of your ancient water runes proceeds nicely.

Researching: Healing Runes
Progress: 168/200


>SULTAN AKKAN
You invest heavily in public sanitation. Not only does the city look nicer, it seems to help prevent disease, speeding the growth of your town!
>Add 9% Progress to the next Population Growth Level
Your investments in trade have paid off as well. There's been a notable bump in taxes.
>Add 6% Progress to the next Wealth Level.
You send out men to secure more land for the Sultanate. This proceeds nicely, though the effort drains what was left of your wealth. You cannot start new projects that require significant financial investment for 3 Turns.
>Keep trying. (Sustained Action, ETC 4 Turns.)
>Abandon the settlement (Frees up Wealth for new projects).
>Other (Specify).
What do you want to know about the Free City?

Researching: Cannons
Progress:
34/180

>HIGH NOBLE SALT
You absolutely crushed the pathethic nobles in court. In fact, your lawyer even found an archaic law that let you seize their estates! This has significantly replenished your Wealth!
>You can now start projects that require significant Wealth again next Turn.
Michael has made extensive progress on the airships. Meanwhile, you have put your regular shipwrights to work fashoning new armour for your ships.
Researching: Sky Galleons, Ship Armour.
Progress: 217/500, 86/140

2/?
>>
Rolled 100 + 17 (1d100 + 17)

>>804028
>>They're weakened, attack!
>>Deus Vult! Call for a holy celebration!
>>Send assassins after their leader's head!
>>
Rolled 52 + 17 (1d100 + 17)

>>804066
DEUS VULT
>>
Rolled 60 + 10 (1d100 + 10)

>>804066
>>>Send assassins after their leader's head!
Traitors will not be forgiven
>>
Rolled 51, 89, 92 = 232 (3d100)

>>804037
>Pirates/bandits/ect all are welcome here if they help enlist in the military for X-number of years! +17
>Sky Galleons +19
>Ship Armour +19
>>
>>804037
>GRANDMASTER THANATHOS
You send out cannon crews to the Fjord, to secure it further. Restructuring is on its way to accommodate the cannons.
>Keep restructuring (ETC 2 Turns)
>Stop.
>Other (Specify)
Seeing the value of explosiveness, you order more Arquebusiers to be trained. this goes well, and you end up with an extra 500 men.
>Add 500 Arquebusiers.
In an attempt to turn gunpowder to economic uses, you order your researchers to find a way to use it in the mine. Sadly, this backfired. Literally.
Time to hire new researchers.
Researching: Mining Explosives
Progress: 0/20

>KING LINDEN I
You send out envoys to all corners of the realm, offering men of wisdom a chance to serve you as personal advisor. Several respond, and you have learned much from them.
>Add 9% Progress to any Stat Level.
You seek to train more Gunmen, but the shipment of guns you brought had serious structural flaws! When you tested one yourself, it blew up in your hands - you are now severely injured.
>Roll for recovery. This is a Mandatory Action.
>You attempt to improve your realm's infrastructure. This had some effect on trade.
>Add 3% Progress to the next Wealth Level.

>KING ISH I
You send out word that you wish to marry. Soon, a mystical woman with hair the colour of fire comes to your court and offers her hand in marriage. She is rumored to be a Wizard of great power!
>Marry her
>Reject her
>Other (Specify)
What do you research?

>USEFUL LINKS:
http://suptg.thisisnotatrueending.com/qstarchive/792057/
http://suptg.thisisnotatrueending.com/qstarchive/797566/
https://discord.gg/XJjnReX
http://pastebin.com/iG4yYi8j
https://docs.google.com/spreadsheets/d/1i4xT9hlgwe8b_kBzvD9y47n6lNStsjSEGR50DGLps6M/edit?usp=sharing

3/3

And with that - I'm going to bed. Good night, y'all, I'll process the next turn sometime soon.
>>
>>804098
>Marry her
Magic waifu is go.

Let's start research into irrigation and more effective farming techniques.
>>
Should I be rolling for my research or is that just done automatically?
>>
Rolled 8, 44, 20 = 72 (3d100)

>>804098
So for my actions we should send out some scholars to take census of the lands population, beliefs, and different cultures, income

And ask my wife to teach me magic

We should have my military advisor send out some archers to scout out the lands to the east.

Oh and lewd my wife
>>
>>804098
Keep restructuring. neat.

I hire new researchers.
>>
>>804028
>>804037
>>804098

For the free city I'd just like to know a bit about them generally. What religion are their people? What is their government form? How large is their military? What goods do they produce? They border my nation, but are they similar culture-wise or completely different?

>Keep trying (Sustained Action, ETC 4 Turns.)
Continue the effort to expand our land to the east. (Martial? +11 or Diplomacy? +13)

>Look for women suitable for the ROYAL HAREM. (stewardship +12)
Need mah waifus. And mah heirs.

>Socialise with the army officers. Try and find some which seem trustworthy and competent that I could trust with more important and/or sensitive tasks. (Diplomacy? +13 or Intrigue? +11)
>>
Rolled 1, 76, 44 = 121 (3d100)

>>804259

Also available with rolls!
>>
Rolled 41, 92, 24, 2, 25 = 184 (5d100)

First two dice: Army and Navy strength

>Breakout
There's nothing else that can be done. Falling to the Reich's bait while this poorly organized will result in a defeat regardless.

>Rally and form a unified army structure

Having forces of this many different groups is useless if they don't operate in tandem. Unify the 3 factions into a single fighting force. Combined drill and forcing all of the different units to camp together will be essential toward maintaining discipline and espirit-de-corps that we'll need to fight the Reich. It'll also give me time to groom the Reichmen that we've gotten to our side to make them even more friendly toward us come the time to install them into command.

>Keep Exploiting Reich Divisions

The Reich is not a unified force, and it certainly isn't under existential threat. They can be convinced or bought off to simply not take par in key battles. Failing that, it's never a bad idea to set fire to their camp while they're drunk and celebrating.
>>
>>804346
Well, alright. That's pretty much it for me.
>>
Rolled 34, 72, 31, 2 = 139 (4d100)

>>804098
1. Now that I have a science advisory, I want to work on researching machines. Steam machines to be exact. Armored steam machines to be even more exact.

2, I also want to go back and try to upgrade my Army again. Still more gunmen.

3. I want to work on the infrastructure of Invictus, and make it the grandest city in the world.

In terms of my dice, healing will come first, then the three actions
>>
Rolled 37 + 10 (1d100 + 10)

>>804346
rolling against division exploitation
>>
>>804098

Is it too late to join in on this? Additionally, is it possible to roll both my 3d100 and 3d10 in one post or do I have to post twice?
>>
>>806285
I think the new land in the east was meant for new players, so I assume it is not too late
>>
>>806285
You can still join.
>TURN END IMMINENT
>>
Rolled 17, 89, 65 = 171 (3d100)

>>804037
About conquering:

>other: The Khan orders his men to surround the city and cut off their supplies. Raid all supply caravans coming to and from the city. (+13)

About mining:
>Begin establishing mines - This will take three turns, draw on so much of your wealth that you cannot start any other projects until it is completed, and will let you roll a 1d100 to see what Resource you get. It will also cost you one Action Point every turn, and you will have to roll to see if disaster strikes. (+8)

About the runes:
Keep learning (+3)
>>
Brief lore: The Grand Principality of Veja is a prosperous monarchy that spans across the fertile fields of the known world's southermost subcontinent, an island known to the Vejans as Atrama, or "Cradle" when translated into English. Originally a semi-nomadic people have pasturalists, the Vejans have since developed their institutions and prosperity greatly, with most of the realm consisting of clearly demarcated cattle farms, often supported by household-scale subsistence agriculture. Population has boomed since then, but inequality is great not just between the aristocracy and the general populace, but also within the populace itself; a land-owning middle class employs (and exploits) much of the impoverished lower class majority, but starvation is neither present nor looming. A strongly entrenched aristocracy rules over these farmers, with many different systems of taxation being levied which vary from lord to lord and from harvest tax to full-fledged serfdom. The realm has been ruled for four generations by the Pavarža dynasty, which has maintained control from its seat, the castle town of Laikyti, by allowing the local rulers great domestic autonomy. The current ruler is Grand Prince Radek IV, a monarch whom has been deemed "charming, if slightly reclusive" by his subjects. This is also reflected in his foreign policy, with Radek preferring the prosperous isolation of his mountain valley over the zero-sum game of warfare.

As for Radek's actions, his current first order of business is research! Specifically, he is looking for a way in which to standardise the length and quality of spear production across his realm and introduce pikes, opening up avenues for new tactics should the levies have to defend.
>>
>>806333
>no turn yet.

Nigger i have to go vote. Hurry up
>>
>>806474
Typing it out now.
Go vote, you won't miss a turn, promise.
>>
>TURN RESULTS

>REICHSFUEHRER SNAKE
Seizing the opportunity, you order you men to attack whilst the surrounded defenders retreat from their botched escape attempt. Due to their disorganized retreat, you drive a mighty wedge through the heart of the enemy Horde, and it is over within minutes. Ankle-high in blood and knee-deep in corpses, you stand victorious.
>A Glorious Victory! +1 Stability
You order your men to light the bonfires in a holy celebration. They do so without question, and some even begin to ask you questions about religion, instead of the priests. Though your clergy is not pleased, it seems like you are slowly being seen as a figure of religious authority. You could get used to this.
>Try to swing the Clergy to your side
>Declare yourself Lord of all Catholics
>Other (Specify)
The men you sent to execute the traitorous Untersturmfuehrer have returned with his head. From what you gather, his son has taken over and restored order before the Horde could fracture, but at least a clear example has been set for your other men.
>Scare tactics work. Let's get my armour a trophy rack and impale his head on it!
>Give his head a proper burial. Even traitors deserve their final rest.
>Other (Specify)

Researching: Enchanted Fire Weapons
Progress: 128/250

>KRATTYR BOVESKOV
Well, that was it for your men. Looks like you've lost significant manpower. And worse, you've lost the respect of your vassals.
>Devastating Loss! -1 Stability
To add insult to injury, the disparate factions in your realm reject your attempts to unify them. They're all doing as they see fit in their attempt to stop the Reich!
>Hunt down and punish the worst offender! (Starts a Civil War - though it will not lower your Stability!)
>Grudgingly let them be for now. (-3 Stability.)
And to top it all off, a messenger bears the news of the assassination of your newly-recruited Untersturmfuehrer. Though his heir is still loyal to you, other enemy divisions have rejected your attempts to woo them, fearing for their lives.

Researching: Medicine
Progress: 21/150
1/?
>>
Rolled 81, 50, 100 = 231 (3d100)

>>806529
>Try to swing the Clergy to your side
Prove to them I know the bible as well as any of them. +17
>Give his head a proper burial. Even traitors deserve their final rest.
Do not speak ill of the dead +17
> besieged Ksov and Kate's
These bastions of paganism must not be allowed to continue +17
>>
>>806529
>t
>ULKAZ KHAGAN
Though your men do their best, it just doesn't seem to work. The caravans fight fiercely and your men are forced to retreat with bloodied noses more than occasionally, and there do not seem to be enough men to fully surround the city.
>You did not progress in Settling the City. ETC: 4 Turns.
>Send more men
>Tell your soldiers to try harder
>Other (Specify)
You order your men to start opening mines in places with particularily large deposits.
>ETC: Two Turns.
As you contemplate your next moves, the priest you put in charge of deciphering the runes reports that he can succesfully heal people with them now!
>Research Completed: Healing Runes.


>KING LINDEN I
You order your new Council of Sages to start researching armoured steam machines. However, as none know the mysteries of steam yet, you will have to do the research for that first.
Once this task is done, you order more men pressed into service, to serve your growing war machine.
>Add 1000 Gunmen. Did you roll and describe your army yet?
Sadly, your infrastructural endeavours do not proceed as planned. Corrupt overseers, flawed plans, lost shipments... It seems like everything that could go wrong did. You wasted a lot of resources on an utter failure.

Researching: Steam Engines
Progress: 34/350

>KING ISH I

You sent out scholars to conduct a nationwide census. Some return, although a lot 'disappeared'. It seems your people are not too keen on you knowing exactly how much they owe you.
>Add 6% Progress to the next Wealth Level.
Your wife agrees to teach you her secrets, and you begin studying. As this is an intense study, you will not be able to personally take charge of any projects until you have learned magic.
>ETC: 4 Turns
You sent out scouts to scour the lands to the east. Although they all returned safely, they did not find much of value.

Researching: Irrigation
Progress: 1/100

2/?
>>
>>806580
>SULTAN AKKAN
They are people of the Reformed Christian Faith. They are a Constitutional Republic with about 3,000 Footmen military. However, they have 4 Heavy and 13 Light ships - not bad for a City-State. They produce nothing themselves, but they are a significant trade hub, so their market boasts practically everything one might wish to buy. Their culture is similar to yours, but influenced by the people of the Steppes.
Disaster strikes your settlement! A massive fire razes much of what has been built and killed or maimed a lot of your settlers. It will take time before you have the resources and manpower to undo the damage.
>ETC is now 5 Turns.
You find several women for the Royal Harem, though they are not particulary skilled or gifted in any department.
The attempt to mingle with soldiers fails miserably; you do not speak their lingo, and many are still wary of punishment for the recent revolt.

Researching: Cannons
Progress: 51/180

3/3

>USEFUL LINKS:
http://suptg.thisisnotatrueending.com/qstarchive/792057/
http://suptg.thisisnotatrueending.com/qstarchive/797566/
https://discord.gg/XJjnReX
http://pastebin.com/iG4yYi8j
https://docs.google.com/spreadsheets/d/1i4xT9hlgwe8b_kBzvD9y47n6lNStsjSEGR50DGLps6M/edit?usp=sharing
>>
Rolled 67, 9, 54 = 130 (3d100)

>>806580
Conquering:
>Send more men
Another Horde will be sent. It should be enough to conquer these fierce defenders. We may learn from their tactics, once this war ends. (+13)

One turn taken by mining. (+8)

Use the runes to cure The Khan's sickness, and announce that he is looking for a woman. (What bonus should i add to this? Diplomacy? If that's the case, +13)
>>
Rolled 22, 81, 1 = 104 (3d100)

>>806596

>Continue colonisation! (+11)
Setbacks such as this cannot stand in our way. Send what supplies we can to mitigate the damage. Do be careful with fires from now on though.

>Continue the search for henchmen! (+11)
If we can't find the sort of henchmen we need in the military, perhaps we could find some amongst the young sons of the nobility instead. Again, talent and loyalty is what I'm looking for. Maybe having them not connected to the military would be better anyway.

>Lets put a roll into tech. Boost that cannon development. (+17)
>>
>>806634
>>806580
Oh, right, my next research thing will be explosives used for military purposes. Hand-held bombs which explode upon impact. It will go well with our quick tactics.
>>
>>806562
We surrender. There's nothing that can be done.
>>
>>804085
>>806529
>>806580
>>806596
>>
So did anything happen?
>>
Rolled 65, 57, 11 = 133 (3d100)

>Kattinkrat Development

At this point it's fairly safe to say that the country outside of Kattinkrat and its surrounding environments is lost. There's not enough troops and not enough structure to stand any hope in contesting the Reich over those territories while they hold the forts. Instead we'll focus on building up Kattinkrat and its region to be the only home we have left.

>Grudgingly Let them Be
In the same way that the Reich can't be stopped neither can the individual horde leaders. Let them do what they will. They can either come back and help develop Kattinkrat or die in the woods fighting the Germans.

>Settle
The nomadic ways are over. It's time to put down roots and settle. We didn't bleed over this land for nothing.
>>
>>804085
Sorry, I missed that. My bad.
>HIGH NOBLE SALT
You send out word that 'Privateers' are more than welcome to defend your realm. Several, hearing of your fabulous wealth, have heeded the call!
>Add 1500 Footmen
>Add 1000 Archers
>Add 500 Gunmen
>Add 1 Heavy Ship
>Add 3 Light Ships
You continue research.The Sky Galleons' progress keeps up the pace, but the ships of several of the pirates that joined you had interesting takes on Ship Armour, which your men have reverse-engineered. This was enough to complete your Research!
>Research Complete: Naval Armour

Researching: Sky Galleons
Progress: 325/500
>>
Rolled 15, 4, 32, 9 = 60 (4d100)

>>806580
So that was an absolute failure. I did not roll for my size yet I do not think, so that will be my first roll.

For my three actions
1. I want to put conservation measures in place to conserve the animals, and look into creating animal farms for them, to increase production.

2. I want to send out teams of geologists and surveyors to look for new resource deposits, whether that be stone quarries or iron veins.

3.I want to scour the known world and the wild lands for ancient scientists, or those bunkers you mentioned in the past.
>>
>>806861
There we go. All good mate, I'll give my turn soon. At the station
>>
Rolled 28, 73 = 101 (2d100)

I'm being forced to roll even more. Army, navy and ruler this time
>>
Rolled 20, 19, 16, 1, 18, 8 = 82 (6d20)

>>
Rolled 25 + 18 (1d100 + 18)

Alright, rolls are in. Time to apply them and do my turn.

> Army Quality: Weak.
> Navy Quality: Terrifying

Grand Prince Radek IV
> Diplomacy: 20
> Martial: 8
> Intrigue: 16
> Stewardship: 19
> Learning: 18
> Personal combat: 1

Now, with his stats determined, Grand Prince Radek has personally gotten involved in the effort of coordinating the pike standardisation. Rolling for this.

Other than that, the order has been given for the construction of a metal statue along the coast in Perkèla, huge enough to be visible from the city of Bri'ed across the strait. The statue is to be a symbol of pride and prestige towards the people of the Isle o' Pine, as well as a lighthouse.
>>
Rolled 52, 44, 80 = 176 (3d100)

>>806861
>>806596
>>806580

>Sky Galleons +19
>Triple the Army +17
>Triple the Navy +17
>>
Rolled 74, 40, 77 = 191 (3d100)

>>806529
Just gonna roll up a nation here
>>
Rolled 4, 4, 8 = 16 (3d10)

>>809528
>>
Rolled 17, 10, 15, 15, 11, 7 = 75 (6d20)

>>802615
Prophet Skyraker
>>
File: Thingy.png (5.97 MB, 3050x1500)
5.97 MB
5.97 MB PNG
>>806596
Baroxy Commonwealth
Colour: Brown
Ruler: Grand Prophet Skyraker
Government: Theocracy
Resource: Lumber
Military Strength: High Quality Archers
Population Size: 4 Rural
Population Growth: 4 Slow
Wealth: 8 Ornate
Stability: 10
>>
>>809584
Ruler:
The Grand Prophet of the Baroxy Commonwealth, a man of short temper and fearsome resolve he is determined to gather all the Sky’s children and usher in a golden age for his people.

Grand Prophet Skyraker
Diplomacy 10
Martial 11
Intrigue 7
Stewardship 15
Learning 15
Personal Combat 17
>>
File: Baroxy Archer.jpg (118 KB, 1096x729)
118 KB
118 KB JPG
>>809602
>>809617

Faith:
The people of Baroxy follow the teachings of the Great Sky Father as passed down to them in teachings from the first Great Prophet.

History:
Born of the unification of the tribes of Baroxy under the Great Prophet Skyraker who taught they the glory of the Sky Father and taught them to use his most glorious weapon, the bow!
>>
>>809602
Spelt Penance wrong



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