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File: Drake Civ map.png (68 KB, 1016x632)
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68 KB PNG
A brief recap on what has previously occurred on Oldfag Fantasy.
Hebor, our founder migrated south from the ashlands
-We met Elves, who went to war with us twice before the start of the Civ game
-We decided to get some Revenge, going to war with them and taking one of their towns and crippling the rest of their lands
-Some drakes decide to go on Expeditions, going west we found the tribe of Bereksus, and the great city of Jerefemen.
-Going south, we found some weird Sea People and great ocean beings
-Northwest, we found our Kin in the Ashlands, where we took some Kobolds home with us.
-Then we waged a second great war against the Elves, where we took the rest of their lands and entirely conquered them. Their King fled south
-South, we discovered the Lands of Spaeratas, a militaristic Elven society in a well fortified Peninsula.
-Most recently, a great Elven army descended upon us from the north. A dragon and an Army of Drakes hailing from "The Land of the Eternal Flame" came to our aid, to stop these elves.
-Initially, we were defeated, but with the Help of an Old Friend we managed to defeat the Elves, who fled north.
-Series of Anti-Elf Laws called The Elf Restrictions were passed
-We met trolls on a massive canyon with a bridge spanning it
-Elves win some rights
-Lots of General Nation building
-Elf Restrictions have been repealed
-We go on an expedition to find the dwarves
-The Elf restrictions have been put back into place
-Riots have broken out across the nation over these
-Returned from an expedition from where we found the dwarves
-Went to war with northern elves and managed a white peace
-Helped out our human allies to the west by defeating another human nation and letting them take over.

YEAR 194
Stats:
Population: 4224 drakes, 2608 Kobolds, 4596 Elves.
Food: 7/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
Discord link for communications: https://discord.gg/HUXwkJ
>>
>>2144356
F
>>
>>2144356
F. Gib steel
>>
>>2144356
>H. Finances
>>
The Kobolds have improved on their Blast Furnaces. However, with better and hotter Blast furnaces, powered by Drake flames and a stronger air intake, the blast furnaces are created. The Kobolds immediately begin experimenting with Iron within these stronger and better blast furnaces. Eventually, we find a better, stronger iron. However, the problem with this Iron, which we have dubbed "Steel" is two things.
1. While it is better than Iron, it is not very superior compared to Iron itself, it is just slightly better.
2. It is incredibly rare, with it also being incredibly expensive and generally unavailable to all but the very richest in society.
3. It is also very rudimentary, as far as we know.

YEAR 195
Stats:
Population: 4308 drakes, 2675 Kobolds, 4725 Elves.
Food: 7/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2144397
E. Government and Laws
>>
>>2144397
>E. Government and Laws
>>
Rolled 25 (1d100)

>>2144397
C

Also OP says its faction project time.
Accomodate them kiddos i sent to the eternal flames in Emberholdnwith some of the finest foundries and smithing workshops
>>
Rolled 52 (1d100)

>>2144397
Stepping up production. Moar iron mines, moar, better furnaces, moar, better steel, make tools to get more iron to fuel moar steel. machines and factories with machines in them to make alot of products real fast.
>>
Rolled 34 (1d100)

Faction project

Expand the shattered Spears organization. We need more warriors and more equipment Incase future issues arise.
>>
>>2144397
E.
>>
Rolled 7 (1d100)

Faction project

Acquire necessities(land, gear, creatures) to begin taming more raptor, scorpions, and the flying mounts
Metevith will be know for their taming capabilities!
>>
Rolled 79 (1d100)

>>2144437
Here goes nothing
>>
Rolled 10 (1d100)

Faction project #2

Increase Metevith's population
>>
>>2144412
While the people from the land of the Eternal Flame return, they demand better working conditions and better foundries and workshops. These simply won't do for what they plan to make!
>>2144419
No machines... Not yet. However, the iron mine in Yellowhold is expanded somewhat, you also have more furnaces. However, steel output is still very low at the moment, but better.

>>2144420
Not many warriors come to join your organization, however about 50 more promising cadets alongside 50 warriors choose to join your organization.
>>2144437
>>2144442
You manage to acquire more raptors from Bevherumt, along with the gear required to maintain them. You also get the land around Metevith and Scorpions from our lands from various sellers. You have not found or spotted a flying mount yet, merely heard rumors of one that is owned by the Leader of the Elven Nation of Manstetus
>>2144463
No new Drakes or elves are drawn to your lands, still worried about the possibility of riots rising again in your lands.

As for government, what will we do?
>>
>>2144470
I'm sick of these powerful lords becoming dictator for decades at a time. Let's get together an impartial royal family to do it. If they want control they can pay bribes like the rest of us.
>>
>>2144470
Let the flameheart do what the flameheart wants. If a person is annoying them, the flameheart can have them executed without any protest.
>>
>>2144502
This has passed, the law has been titled "Flameheart Supremacy."

YEAR 196
Stats:
Population: 4394 drakes, 2745 Kobolds, 4791 Elves.
Food: 7/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions. Flameheart Supremacy
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2144499
>>2144470
Fine, we'll fine for civil disobedience.
>>
>>2144518
D. Military
>>
>>2144518
H tax elves
>>
>>2144524
Yeah, sure.
>>
>>2144518
D. Military
>>
D it is, what shall we do?
>A. Increase the size of our standing Military (To what?)
>B. Integrate these new raptor mounts into our military better
>C. Improve on our weapons
>D. Improve on our armor
>E. Train Militia more
>F. Create new tactics
>G. Military Reforms (What would the reforms be?)
>H. Add elven Magic to our military
>>
>>2144540
>B. Integrate these new raptor mounts into our military better
>>
>>2144540
>C. Improve on our weapons
>D. Improve on our armor
>B. Integrate these new raptor mounts into our military better
>>
>>2144540
G. Elves make great cannon fodder.
Failing that...
D. Feather mail, it's like scale mail but with cloth muffling the sound and keeping it from shiny.
>>
File: Drake Priest.png (478 KB, 436x621)
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Feathermail is created! It is typically reserved for the upper level of warriors, like generals, heroes, and the flameheart in war. It is flamboyant and generally indicates Rank. The Raptors from Bevherumt have also been integrated into our military! However, news has come..

A missionary priest from the North has come! Along with his retinue of Priests they wander the land, spreading the faith of the Eternal Flame. When they hear of our religion, they call it shoddy and uncivilized, and a poor attempt at worshiping the Great Dragon! He walks around and preaches of converting to this new faith, to be blessed by the Priest, and therefore the Great Dragon himself! Many Drakes have started to convert to this new Faith. The priest also talks about how all who worship this faith shall be welcomed into Eternal Happiness if they follow the Tenets of the faith and uphold good virtues, while those that do not will be thrown into a state of Eternal Anguish, Pain, and Remorse. What shall we do?
>A. Meet up with this Priest, talk to him.
>B. Cast him out of our lands!
>C. Don't meet up with him, but let him be in our lands and preach.
>>
>>2144561
A.
>>
>>2144561
>A. Meet up with this Priest, talk to him.
We might learn something from the north
>>
You manage to get a meeting with him, and he arrives in the cheiftain's house in Heboranaz. He greets you all, albeit the customs are strange to you, he claims it is how the denizens of the eternal flame greet each other, especially to those of Higher Rank than him. Then he sits with you, and speaks in an eloquent manner unlike any drake in Heboranaz. "I am Hakon Al-Klamad, greetings to you all. I have come from the Land of the Eternal Flame, by the order of the great Prophet Batukal, Peace be upon him. I come to convert you from your old ways to the path of truth and guidance under the Great Dragon, praise to him. What questions do you have for me?"
>>
>>2144576
"So uh, whats gonna have to change..? "
-Old man grumble-
>>
>>2144576
"What exactly is going down with this whole, 'new faith' thing?"
>>
>>2144576
“It’s good seeing drake from the marvelous land that is the eternal flame. If I must ask anything, it is what will be expected by the people by this creed. Also there is the elf question. Our country is unfortunately half elf so does the faith have anything to say about them.”
>>
>>2144584
>>2144585
"First, you will renounce your old ways, you seem to worship the flames within every drake and this great bonfire. That must be stopped. Only worship of the Great Dragon is permitted, if you want Eternal Happiness, that is. You will follow the words of the Great Prophet and the Great Dragon to the letter. We will inform you as soon as possible should any changes occur in our doctrine. You will also uphold virtues of sustaining a good family, with the husband or father at the head, with the woman below, and the children at the bottom. Honor is to be upheld as well, anyone in violation must seek forgiveness, or regain their honor through other methods such as duels and being Honorable to others. Strength as well, males are expected to have strength both Mentally, Physically, and Spiritually. Rejecting degeneracy such as Beer and adultery. The women must do likewise, but more on the Metal and Spiritual parts. They are to be home-makers above all else, teaching the values to the children. They are encouraged to be teachers of our ways, and to uphold traditions within the religion and your culture as a whole. Those who wish to be initiated into our religion may come forth and receive our blessing, and vow to uphold these tenets. If the entire nation is to convert, then the flameheart will reject the old ways, and with my help we will put out that bonfire together. Many boons will come to your nation if you submit to the Great Dragon, Praise be to him, and his Prophet, Peace be upon him, and follow their words faithfully faithfully.
>>
>>2144599
"The elves... A tricky thing. We will permit them in your lands, and since they are in such significant quantities that they may be a problem in the event of an uprising, they will likely have to be left alone. I encourage the spreading of the faith to the elves, however they are to be strict subordinates to drakes. As for Race-mixing... We permit concubines, but not wives. However a man must always remain faithful to his wife. A wife may not have the privileges that a male has regarding concubines."

"A couple other important things to mention. A drake must go to worship in a house of worship or a temple, and worship the Great Dragon at least 2 times a week. They must go to pay Homage to the Great Prophet peace be upon him, and Great Dragon, praise be upon him at least once in their life in the land of the eternal flame."
>>
>>2144602
"Hey, dickwad! What does this mean for us kobolds, eh?" Naell is upset because he is far too wealthy to put up with being ignored.
>>
>>2144620
"Do not call a Priest of the Great Dragon a dickwad. Kobolds are to follow all the rules as well, however on the Hierarchy as dictated by the Great Dragon himself, mind you, they are barely above Elves. While that does not mean they must be mistreated, for there is some sort of drake blood in the veins they should consider drakes their superiors."
>>
Rolled 39 (1d100)

>>2144631
Roll to thoroughly mutilate genitals, there needs to be a hole where his junk was.
>>
Rolled 29 (1d100)

>>2144648
Hold him back
"Calm yourself, fool, get a hold of yourself!"
>>
Rolled 64 (1d100)

>>2144631
“We will gladly follow and adhere to the words of the Prophet. I only ask that you remain here to help guide the people. Thoroughly teach us how to practice the faith.”

“Also I feel compelled to ask about the position of other races. We have had contact with humans, trolls and even a bizarre race of fish like poeple dubbed mermen. Shall they be treated unequally as well?”

>>2144648
*puts hand on head and stops him*
“Stop little one, the drakes are talking.”
>>
"All of this is sjust a bother, im gonna stick to the old ways, they where nice...
-big stretch for an old man-
Welp time I head home"
>>
"Very well. Let it be then that we will convert. I will stay here to guide you all. However this Kobold. Sacrifice 50 Kobold at what will be known as the Extinguishing from now on. An entry into a new era of enlightenment. All other races are on the same position as Elves, so says the Great Dragon. Kneel and recieve entry into our faith, flameheart."
>>
Sacfrice 50 Kobolds. Reimburse their families with appropriate gold.
>>
>>2144717
*kneels*
>>
>>2144739
-from the 50 meters Hroeg walked since he left 5 minutes ago-

"You're weak!"
>>
>>2144717
"They shall die bathed in screams and agony for this! You will be hard pressed to find a clan willing to forgive this sin."
>>
The Flameheart Kneels, and so do many other high ranking drakes within the Bureaucracy. Over the next few days many drakes in Heboranaz convert, few nomads convert, but many commoners and high class do so. Once the sacrifices are gathered, the Flameheart and the Priest stand side by side, and they pick up a great pot of water, and another until the bonfire is finally extinguished. While this is happening, Kobolds are sacrificed. The great priest speaks.
"On the site of this bonfire a new temple shall be constructed, and new priests shall be initiated. I shall be the high Priest of Heboranaz. A new era dawns for the drakes of Heboranaz! A new era of guidance and enlightenment! All converts are accepted. Elves, Kobolds, Drakes! Come and be blessed. Seek the true path!"
>>
So far, the expansion of our religion has been going well, most farmer drakes have accepted the religion, but many Nomads and Kobolds have not. A temple is yet to be built.


YEAR 197
Stats:
Population: 4482 drakes, 2816 Kobolds, 4858 Elves.
Food: 7/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions. Flameheart Supremacy
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2151462
>C. Construction
A temple must be built in Heboranaz. Also build similar temples in Kupruman, Emberhold, Metevith and Geremnath
>>
>>2151462
D
>>
>>2151462
D, or is it F. We need to get in that sweet crossbow/ballistae shit.
>>
Its D- Military, what will we do?
>A. Increase the size of our standing Military (To what?)
>B. Improve on our weapons
>C. Improve on our armor
>D. Train Militia more
>E. Create new tactics
>F. Military Reforms (What would the reforms be?)
>G. Add elven Magic to our military
>H. Other
>>
>>2151507
B. Crossbow.
>>
>>2151507
B
>>
>>2151507
>A. Increase the size of our standing Military (To what?)
>>
We begin to make advances in large weaponry. Especially machinery. We begin to experiment with different winches, ropes, and levers which will create a very large weapon which we have theorized will create a very large bolt thrower called a ballista. While we cannot create it now, it is on the horizon and we may build it soon!

YEAR 198
Stats:
Population: 4572 drakes, 2889 Kobolds, 4926 Elves.
Food: 6/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions. Flameheart Supremacy
Finances: 5/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2151606
D raid Spaertas
>>
>>2151606
F. Don't leave the ballistae half finished.
>>
>>2151606
D.
>>
Its D- Military, what will we do?
>A. Increase the size of our standing Military (To what?)
>B. Improve on our weapons
>C. Improve on our armor
>D. Train Militia more
>E. Create new tactics
>F. Military Reforms (What would the reforms be?)
>G. Add elven Magic to our military
>H. Other
>>
>>2151720
B Develop balisatas further
>>
Also, flameheart elections, you know the drill.
>>
Rolled 55 (1d100)

>>2151767
"Well since i'd say i'm not that rusty, i'm gonna present for flameheart again, dragons know that my son doesnt deserve the place so why not be flameheart again?"
>>
Rolled 40 (1d100)

>>2151767
“Dragon bless us, please make me Flameheart.”
>>
>>2151774
Hroeg wins flameheart! But let us now vote on the matter at hand.
>>
>>2151720
>B. Improve on our weapons
>>
Rolled 59 (1d100)

Looks like its ballistas, but first, an event roll.
>>
We have finally managed to create ballistas! Engineers from around the nation have created the first ballistas, while they are rudimentary and must be improved upon, we will eventually make them better, but for now we have a new siege engine! Overall, due to technology and Military actions, we have somehow stayed stable and our agriculture has not fallen, so far so good for us!

YEAR 199
Stats:
Population: 4663 drakes, 2965 Kobolds, 4995 Elves.
Food: 6/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia. 2 Ballistas.
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 5/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2151883
C
>>
B
Celebrate year 200 but standardising calendars and shit
>>
>>2151883
D to show the world of our military power
>>
>>2151910
Actually never mind I chose C instead
>>
>>2151910
>https://discord.gg/HUXwkJ
You should join the discord if you want to make a faction or just want to get more content out of this civ
>>
Its C, what are we building?
>A. A new wonder
>B. Temples
>C. Government buildings (specify)
>D. Roads (leading where?)
>E. Workshops from where we construct siege weapons
>F. Schools (headed by the religious)
>G. Other
>>
B I guess
>>
>>2151957
I'm good I will just stick to here I will consider it in the future
>>2151961
D
Create the roads connecting villages,towns,city's etc to each other to make transport of goods and people easier and faster then just going through some dirt road
>>
>>2151975
For reference, these already exist
>>
>>2151961
B
>>
>>2152015
Oh then go with B then
>>
>>2151961
A. A new wonder would be nice, but it seems I'm outnumbered, so that's nice.
>>
>>2152173
Don't know what a wonder is going to do other then increase morale but if enemy's destroy or capture it then that morale would be gone then
>>
The construction of the temple begins! It is built just as the High Priest demands it to be built, and it is quite extravagant. A very expensive project, but it is indeed a fitting place to worship the great dragon. This draws many new worshippers to these new ways and away from the Old ways. The Nomads are especially converting in more significant numbers now, however the Kobolds still stand strong. This temple is truly a great way to mark the dawn of a new century!

YEAR 200
Stats:
Population: 4756 drakes, 3042 Kobolds, 5056 Elves.
Food: 6/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia. 2 Ballistas.
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 4/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances

Faction project time
>>
Rolled 72 (1d100)

>>2152184
Attempt to reproduce Eternal flame tier foundry again in Emberhold


>>2152184
A encourage the use of iron in farming tools so farmers can remelt the ore in the things they want
>>
Rolled 12 (1d100)

>>2152184
H

Faction Project:
Integrate Elven mages into the fighting force of the splintered spears
>>
>>2152184
H because we're getting low on finances
>>
Rolled 25 (1d100)

>>2152184
Yellowhold's defence is built up, the latest in ballistae designs are placed upon the walls, a portion of the barrows are altered to meet troll standards (and of course trolls are invited to immigrate) and finally the clan gaurd are established, 50 elite kobold warriors who protect the clan leaders as they endure that Yellowhold's interests are not ignored.
>>
Rolled 12 (1d100)

>>2152184
H. Finances

Construct and establish a trading hub in Metevith
Time so make a profit out of our tame beasts, evening lads!
>>
>>2152209
Do what>>2152329
Said but make the people who trade there pay interest up to 5%
>>
>>2152191
The foundry is created! It took you some time to do it, however you manage to acquire the facilities required for the smelting and forging of Lenkore, you're forced to get it via trade due to no mines of it existing in the nation.

>>2152197
Elven mages are still viewed as unfit for battle by many commanders, and many elf mages are slow to join your ranks, with only a small squad being formed.

>>2152247
Yellowhold drops some serious cash on the walls. Ballistas are mounted on the walls, which are then upgraded. Trolls don't come, and the Clan Guard is established, however this project has been very costly to the Kobolds.

>>2152329
The trading hub isn't established and doesn't get off the ground. Turns out the Kobolds had a much better trading post outside of Metevith that you do not currently control! The Kobolds also own the majority of the trade within the nation.

In other news, the NAP with the nation of Manstetus expires next year, and elven forces seem to be building up on our northern border. The Nation merely claims it is for defense, they do not know what the dishonorable drakes wish to do. We raise taxes and develop our economy via raising taxes on the Elves and the Drakes alike, and Tithes are put into place as well, which overall helps our economy and the Tithes are sometimes given to the government. Economic help from Bevherumt via the church is also given to us, free of charge.

YEAR 201
Stats:
Population: 4852 drakes, 3121 Kobolds, 5136 Elves.
Food: 6/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia. 2 Ballistas.
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2152184
H.
>>2152329
Don't keep this trading plan to just one city though.
>>
File: 1419468136857.gif (472 KB, 226x309)
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472 KB GIF
>>2152407
Roll for me anon, salvage my terrible roll!
>>
>>2152418
E? B? Make sure that loads of foreign nations are aware that this elf grudge is "absolutely Barbaric, you'd never catch a civilized people so quick to turn to war."
>>
>>2152418
D.
Anyway we can do reconnaissance, maybe hire foreign troops to gather key strongholds and cities of the elves?

>>2152421
Of course eventually establishing more trading hubs, but it has to start somewhere, right?
>>
Rolled 25 (1d100)

>>2152427
Rolling for>>2152407
>>
>>2152504
I think i failed
>>
>>2152548
New update when?
>>
>>2152686
Not today, but there will be one tommorrow at 6pm EST
>>
>>2152702
Ok then are you going to make a new thread or go off of this one?
>>
>>2152711
Go off this one
>>
>>2152737
Ok then thanks for the thread
>>
>>2152418
D.
>>
We're back!
Its D- Military, what will we do?

>A. Increase the size of our standing Military (To what?)
>B. Improve on our weapons
>C. Improve on our armor
>D. Train Militia more
>E. Create new tactics
>F. Military Reforms (What would the reforms be?)
>G. Add elven Magic to our military
>H. Other
>>
>>2155785
E
>>
>>2155785
>A. Increase the size of our standing Military (To what?)
Make army 1200 drakes, 900 kobolds and 150 scorpion riders strong.
>>
Rolled 55 (1d100)

>>2155785
Roll to create military training grounds in every mag or city and town
>>
>>2155808
You aren't a faction, however please apply to be a faction through this application format!
Name:
Assets:
Brief Description:
>>
>>2155813
Explain assets a tiny bit more and I shall have it done
>>
>>2155829
Basically its things your faction starts out with, for example they can start off owning a town, maybe a village (denoted by house symbols) on the map, they can start off with some soldiers, money, farmland. Whatever you want as long as its within reason.
>>
>>2155796
I'll second this plus 200 raptor riders
>>
>>2155835
Ok then
Name:Siegfried
Assets:soilders in emberhold
Brief discription:Siegfried is a kobold from a minor Nobel family and has now taken up to be the lord of his family for the greater good of the nation
>>
>>2155855
The Silverscales aren't the only kobolds in Yellowhold, and it's well built up for kobold inhabitation.
>>
>>2155855
The actual house name is gravenruf
>>2155880
I'm in emberhold though
>>
>>2155785
E
>>
Our military has expanded greatly! Our standing army is raised to 1200 Drakes, 900 Kobolds, 150 Scorpion riders, 75 Scorpions, and 200 Raptor riders! The Raptor riders are taken from the ranks of House Scorching Talon. However, two significant developments have emerged. Internationally, the nation of Manstetus, in light of the NAP expiring, have started to amass troops on our borders, and started to construct some forts. They claim that our military build-up has made them very uneasy. Internally, elves have begun to worship a Great Tree, they say that priests of the tree have come south to spread this new religion!

>>2155855
Accepted, but the Gulduric Family lives in emberhold so you'll have to be a vassal to them, or you can go to Yellowhold


YEAR 202
Stats:
Population: 4934 drakes, 3183 Kobolds, 5207 Elves.
Food: 6/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 1200 Drakes, 900 Kobolds, 150 Scorpion riders 75 Scorpions (18 greater, 39 medium, 18 smaller), 200 Raptor Riders Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia. 2 Ballistas.
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2155890
I ain't no vassal
Start at yellowhold
>>
>>2155892
ok
>>2155808
You set up Military training grounds in most cities and Towns, You set them up in Kumprumar, Heboranaz, Yellowhold, Emberhold, and Metevith but not Geremnath.
>>
>>2155890
C
>>2155896
At least most of them have it so that's good
>>
>>2155890
C. Build forts.
>>
>>2155901
Build more industrial buildings
>>
Here's a permanent Invite link, It was brought to my attention that the last one expired. If you want to join use this link
https://discord.gg/WxTVfw3
>>
>>2155890
B. Culture?
Teach the mothers basic education so they can eventually teach in their homes?
>>
>>2155939
C. Forts
Since we might be in the brink of war
>>
>>2155939
We could just build schools
>>2155954
Perhaps we are
>>
>>2155954
This
>>
>>2155958
I think we're too poor for that
>>
File: Drake Civ map Updated.png (84 KB, 1384x656)
84 KB
84 KB PNG
Where will we build these forts? Use map provided here.
>>
>>2155965
I think building forts with military weapons in the. Might be a bit more expensive but ok then
>>
>>2155971
*in them
>>
>>2155967
Build forts west of Metevith, along the borders with the desert.
>>
>>2155967
Upen Metevith, for how fookin close it is, Geremnath and Yellowhold to defend our industrial bloops, and finally make sure the capital is swish.
>>
Rolled 38 (1d100)

>>2156015
It's ok I'm here to defend yellohold they shall not get past me
>>2155967
Attempt to tell them to stop there mobilization and creation of forts along our border
>>
>>2156025
You don't need to roll for every action
>>
>>2156039
I just thought diplomacy might need a roll but understood
>>
What are we picking here?
>A. Build forts all along the border, west of metevith to be exact
>B. Build forts near Geremnath and Yellowhold
>>
>>2156078
A
>>
>>2156078
>>2156078
A.
>>
We construct 3 more forts towards the west along our border with Manstetus! They have responded by constructing their own forts at key locations. Everyone on all sides is getting tense. Even the trolls towards the east are uneasy. However for now, a tense peace is held...


YEAR 203
Stats:
Population: 5032 drakes, 3259 Kobolds, 5279 Elves.
Food: 5/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 1200 Drakes, 900 Kobolds, 150 Scorpion riders 75 Scorpions (18 greater, 39 medium, 18 smaller), 200 Raptor Riders Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia. 2 Ballistas.
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2156132
C
Continue construction on forts along the border
>>
>>2156132
>C. Construction
“Listen folks, there are some hombres and banditos in Manstetus. When they’re sending people here, they’re not sending the best. They’re sending rapists, murderers and spellcasters. We need to build a wall with the Mantsetican border.”
>>
>>2156151
''We need to build a wall"
>>
File: Drake Civ map.png (73 KB, 1048x617)
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The construction of a great wall, linking all our forts begins! It will surely protect our northern border. But there is a great cost. Our Finances are low, coffers are running dry and taxes are high as is. Agriculture is suffering as a result of all this drafting and large-scale construction projects, nomads hate being walled off. Discontent is being sown among the elves, Manstetus seems to be heavily militarized, and Spaeratas is slowly but surely building up their garrison of the border fort.


YEAR 204
Stats:
Population: 5132 drakes, 3340 Kobolds, 5352 Elves.
Food: 4/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 1200 Drakes, 900 Kobolds, 150 Scorpion riders 75 Scorpions (18 greater, 39 medium, 18 smaller), 200 Raptor Riders Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia. 2 Ballistas.
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 4/10
Resources: 6/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
>>
>>2156197
A.
>>
>>2156197
A
>>
>>2156197
A.
>>
>>2156207
Join the discord so we can be the Tamal Kings. No one conquers the Tamal Kings.
>>
>>2156246
*Tamil
>>
Agriculture is slowly developed back to what it is through the use of more irrigation and better timing for the rainy season. Due to our religion, our farmers have grown more industrious, working harder. The Food situation has stabilized somewhat and we are no longer at risk of a famine, however our finances are still poor.

YEAR 204
Stats:
Population: 5234 drakes, 3423 Kobolds, 5426 Elves.
Food: 6/10
Finances: 4/10
Resources: 6/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 1200 Drakes, 900 Kobolds, 150 Scorpion riders 75 Scorpions (18 greater, 39 medium, 18 smaller), 200 Raptor Riders Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia. 2 Ballistas.
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Magical stuff

Faction project time
>>
Rolled 5 (1d100)

>>2156276
E

Faction project: integrate elven mages into my faction.
>>
Rolled 31 (1d100)

>>2156249
Can't right now technical difficulties
>>2156276
E

Faction project: teach the people of yellohold how to use weapons and teach them in the ways of guerrilla warfare
>>
Rolled 18 (1d100)

>>2156276
Traps and trolls, get trolls in here, also, we shall begin an annual "Festival of Deepest Shadows" 3 days long and held in the midst of summer, kobolds gather to build traps and practice all manner of stealth and subterfuge.
>>
>>2156276
A.
We should start making enough to be able to sell it

Train raptor and scorpion riders!
>>
>>2156276
E.
>>
Rolled 59 (1d100)

>>2156332
>>
>>2156291
Many Mages have fled your lands for reasons unknown. Some have fled to Manstetus, running for safety there. They find themselves oppressed, and Mages grow rarer and rarer.

>>2156310
The people of Yellowhold can use weapons already, you help them brush up on their skills, however guerilla warfare doesn't seem to be their forte yet.

>>2156326
Trolls are not keen on migrating to your lands, and the festival never really takes off.

>>2156337
>>2156332
You manage to train about 10 new scorpions (5 medium sized, 3 small, 2 large), which totals to about 19 Scorpion Riders and 31 Raptor riders, bringing your total forces to 250.

As for government and laws, what do we do?
>>
>>2156356
New tax on magic and medium quality foodstuffs.
>>
>>2156356
Add national conscription as a law during war time
>>
>>2156396
that exists
>>
Rolled 86 (1d100)

>>2156276
Research deeper into the alchemical studies
inventing new potions, salves and poisons.
>>
>>2156356
Add new laws demanding noble families send their third child to study at the Enclave.
>>
Since national conscription already exists, a new tax on magic and Medium Quality foodstuffs is put in place! Many magicians in our land are forced to go underground, Migrate to other lands, or simply stop practicing magic altogether. The most affected by this are Elves, who have fled to the lands of Manstetus, seeking asylum and a place to practice magic freely. However it helps our tax situation

YEAR 206
Stats:
Population: 5338 drakes, 3508 Kobolds, 5501 Elves.
Food: 6/10
Finances: 5/10
Resources: 6/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering. Incredibly rudimentary steel. Basic Machinery.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Old Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking. Faith of the Great Dragon.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 1200 Drakes, 900 Kobolds, 150 Scorpion riders 75 Scorpions (18 greater, 39 medium, 18 smaller), 200 Raptor Riders Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia. 2 Ballistas.
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Magical stuff
>>
>>2156489
E. More schools
>>
>>2156489
E. Quit emigrating you shits.
>>
>>2156538
This
>>
Rolled 22 (1d100)

But first, an event roll.
>>
>>2156489
E. Government and Laws
Law: mages work for the government be tax exempt from magic tax, get paid, and equal rights(?)
Or
F.
Technology
Find better way to extract magic into lenkore
>>
>>2156603
Whory shit, that's brirriant! The government mage thing I mean, hell, last thing we need is more magic weapons.
>>
>>2156497
This
>>2156603
How about we let elves be equal like everybody else?
>>
>>2156621
That is a very long story. But it boils down to elves being heartless monsters who should honestly just die in a fire, but they out number us so...
>>
>>2156621
Bad history and betrayal, I think...
>>
>>2156638
Maybe we should round them up slowly and then off them
>>
>>2156603
This law passes, the amount of mages in government rises and while the quality is still low, due to many better mages having left for Manstetus a while ago, however mages are slowly becoming more common in our society.

However, much has happened in the world lately. Three important events have happened. The first, most related to the drake matters is a conflict in the North. There have been border skirmishes with drakes in the north, most notably the land of the eternal flame with the Elven lands to their east. No war has been declared, and some dismiss it as nothing new, while others call it another great war. Towards the East, the trolls have closed off their bridge for reasons unknown. No one is allowed to cross it at all, and when questioned they speak of Orcish attacks. Lastly, closer to home, is Bereksus. Jerefemen has slowly started pressuring Bereksus to submit to them and become their vassal. However, now they are outright threatening war! Bevherumt has stated that it will remain neutral on the matter with Bereksus, but seems to be preparing to go to war with Manstetus.
>>
>>2156675
“Uh... this is certainly an interesting development. Anyways we should stay out of human affairs and be more worried about Spearatas and Manstetus.”
>>
>>2156687
I was thinking of triggering a world war
>>
>>2156707
*sarcasm*
>>
File: tegaki.png (6 KB, 400x400)
6 KB
6 KB PNG
Not really playing, but mind if I steal a few things from your civ template?
>>
Rolled 59 (1d100)

>>2156276
Faction project;delve in destruction magic, learn from humans and try to get some drakes to catch thine winds of mana
>>
>>2156675
" Send ambassadors to Jerefemen and Bereksus to see if we can end any ideas of vassal and war, at least try to stall Jerefemen so we can find out what's going on with Bevherumy and Manager is."
>>
>>2157797
Spearatas and Manstetus is up to*
>>
>>2157797
We should do something to delay the human shit while we focus on this elf shit.
>>
The Diplomats are sent out! We will get back to them in due time, however more importantly, these border Skirmishes are being fought. Bevherumt has started to report some attacks of their own. While the Elves have not attacked us yet, they seem to be building up their forces. No news has been heard from the land of the eternal flame lately, even the lands up North. However, the Elves of Manstetus have been getting a bit jumpy lately, skirmishing with Bevherumt and building up forces on our border. How shall we react?
>A. Send Diplomats to peacefully talk it out
>B. Attack now, ask questions later
>C. Build up defenses on our border and watch what they do
>D. Other
>>
>>2163137
>A. Send Diplomats to peacefully talk it out
If we go to war we need to focus on one country
>>
>>2163137
A. Diplomancy.
>>
Diplomats are sent out, many hope for a peaceful resolution to this border conflict, At least with Manstetus. We meet them, moving north and find what seems to be their base of operations, a newly constructed fort. We are allowed in, and are under close surveillance of Elven Soldiers. However, we do get an audience with the Commander of the Forces in the South of Manstetus. He seems to be quite busy at the moment, but has allowed a short discussion with him. What do we say to him?
>>
>>2163180
"I do hope, for your sake, that Manstetus isn't as close to declaring war on the fire coast as you appear to be."
>>
>>2163180
"War...war never changes , but it doesn't mean you need to start one. Think who will be greatly be effected if you start a war, your families and the innocent thats who. Please rethink of what your'e doing for the sake of your loved ones."
>>
>>2163193
>>2163192
"We have no quarrel with the drakes of the Fire Coast. You have proven to us enough with the last war, we are merely retaking lands that have been lost to us in the previous wars against Bevherumt. We want those lands back. It is entirely your choice whether or not you wish to invade us. However, I advise you to carefully think about it before assaulting us. This time, we are prepared.
>>
>>2163203
"Are you prepare to lose thousands of your fellow comrades for the dirt that's on the ground, you might cause another great war, can you live while be responsible of millions of deaths?"
>>
>>2163217
"Like I said, start this war and it is entirely your fault. We have no problem with the Drakes of the North, or the Drakes of the South. Only those of Bevherumt. If you wish to sacrifice thousands of Drakes to save another Nation which cares little for you, that is your problem. However I know one thing, and that is the Kobolds of the South hate the faith of the Eternal Flame. With this war the Kobolds will only make it grow stronger, more powerful, and have it tighten its grip over them."
>>
>>2163238
"The Kobolds of Yellowhold at least will not condone such a war. I can only hope that our Drake neighbors know better than to risk such a thorn at the word of a foreign priest."
>>
>>2163238
"You fool, they have had our backs since the beginning, your'e making the mistake here. the consequences greatly outweigh the profit you'll gain"
>>
>>2163292
"Have you forgotten the Events of the last war? Where after one battle, you so gallantly pulled your forces back and left Bevherumt to sustain the grave grave damage of a war you started? Where they lost hundreds of their own men while you stood by, helped so little and advocated for a white peace? Do you still believe that they're your true Allies? We are doing you a favor here, drake."
>>
Ogathrut: "I care little of Bevherumt or those damn elves, let them kill each other then we'll sweep in and take the lands for ourselves!"
>>
"It is good you have all made the right choice. Let us deal with Bevherumt. You will be left alone, just as you wish."
Do you have any other business here?
>>
>>2163427
"Yeah, can you make sure trade isn't hampered by this war, in your end at least. These Magic cloth armor are awesome."
>>
>>2163427
"Do as you please, we will gladly sit on the sidelines, you will soon repent starting this war."
>>
And with that, you head home. However, now for Diplomatic Affairs with Jerefemen!

You meet with the Diplomats from Jerefemen and Bereksus in a town on the border between Jerefemen and Bereksus. Currently, the situation between Jerefemen and Bereksus is at an all time high, with tensions higher than ever. The Diplomats are heard yelling at each other even down the hallway. As you enter the room, you see two diplomats being pulled apart by guards in the middle of a fistfight. Sitting down, you hear them talking. The Jerefemen have spoken first, and state that they wish to have Bereksus vassalized and firmly under their control. The alliance will still be valid to some extent, however Jerefemen has declared that it may stop or prevent Bereksus from sending troops if they deem the situation to be too risky. However, if they invade and take over Bereksus, the alliance will be off.

The Diplomats from Bereksus claim that they will be very stingy with their troops, and seek to gain more power for themselves, and after Bereksus, the Fire Coast Confederacy will be next.

How do we respond?
>>
>>2163502
"So, I'm supposed to choose between a human empire and what? My sympathy for freedom? Squishy, mamilian soldiers? A vague notion of loyalty? I'm sorry, but my heart isn't made of pie. It might be the birds outside, but I can't bring myself to care."
>>
>>2163502
"Bereksus aided us in our time of need, they are close allies to us especially when we were at war. It's clear that Bereksus wants their independence, is there anyway to satisfy both parties without any bloodshed?"
>>
>>2163601
The Jerefemen Diplomat speaks
"There is no way to satisfy both parties sadly. You have a choice. Choose."
>>
>>2163614
"Loyalty means a lot to me so if your country decides to invade Bereksus then you will feel the full might of the Fire Coast Confederacy!"
>>
>>2163626
Support
>>
The Bereksus diplomats look towards you, and smile warmly. Then they turn back to the Jerefemen Diplomats.
"You know our answer now. It is no."
The Jerefemen diplomats quickly leave after that, however the diplomats stay and tell us the following.
"Jerefemen has a large sized, and quite advanced army. I am not fully sure if we can withstand the might of it, however, do you promise to hold the line with us? We have made good preparations for it. I suggest you begin preparations as well. A war is upon us. However we have much to gain!"
If you want to say anything before leaving, now is the time, if you have nothing to say then just say you're leaving.
>>
>>2163659
"We are going to need to disrupt their trading and hit them where it hurts. Do they have any other enemies or potential enemies so we can convince now is the time to attack?"
>>
>>2163664
"Alas their main enemies were the nation of Yedoran who we destroyed. They do not have anyone else that they are in bad relations with, and as a result we may well be on our own."
>>
>>2163755
"Did they take over the land, we could send agents to cause civil unrest and stat a civil war maybe regiments of Yedoran may rise, it could be plausible. What kind of intelligence have yall gain from Jerefemen that we can exploit?"
>>
>>2163806
"Yedoran is under Bereksus control, you need not worry, they support us greatly. However we truly have little intelligence from them. Most of the people under Jerefemen are content, the merchant Princes are happy. They have no true enemies that we know of."
>>
>>2163834
"We need to encourage the people of Yedoran to rise up when the time come and we need to seek other allies to aid us, I guess that's all for now and let my leaders know of what transpire here."
>>
>>2163834
The silverscale representative slowly blinks away her birdsong borne exhaustion to say, "eh, let us bring home some craftsmen from the prisoners and you'll have our full support."
>>
Several days later, we get an official Declaration of war from Jerefemen. They have likely roused their armies, and Bereksus has reported that their spies and scouts have estimated their numbers to be between 4,000 and 5,000 Men. Leaning towards 5,000. They can contribute 1,500 soldiers. What shall we do?
>A. Send our standing military, no conscription yet
>B. Send standing military, start conscripting (Specify exactly who you are conscripting.)
>C. Do not send anything
>D. Other

>>2157248
You acquire a few drake mages that are well versed in Destruction magic, and you also find some students that have potential in the field of magic, and thus a small school is created in Emberhold.
>>
>>2166097
B
Conscript 16-30 send to the borders with manstetus for now, we have to stay protected

The professionals should go meet up with the Berkian army
>>
>>2166097
B
Start conscripting everyone that is able to fight
>>
>>2166097
>>B. Send standing military, start conscripting
>>
Combined with our standing army, we will conscript all males that are 16-30 with the exception of the Kobolds, who will send all males 30-55. This brings our total to 3,355 Soldiers, who will be deployed to the border.

However, what is our strategy, how many troops will factions be sending? How many will be left as home guard?

Pic related is map of Jerefemen and Bereksus
>>
>>2166221
We should burninate the country side and avoid confrontation with their main army, use hit and run tactic, rely on stealing food, strike where they are unprepared, force them to divide their army and when they do, we unite back our raiding parties.

Here are the stages,
1: send a first raid on the bridge at the exit of jereflem and destroy it, use minimal forces and use the rest of the army to make a diversion attack on the border fort.

2. scatter the army and burninate

3. when they divide we unite the army and hunt down islated units
>>
>>2166221
Split our forces in half one for the offensives one to be the homeguard
>>
>>2166221
I say we let them come to us, we can't possibly face them in their forts. initiate guerrilla tactics, go around the forts and pillage their towns and destroy key places the will disrupt their trade. Have the slow unit defend while the fast units attack and raid. When encountring their armies try to kill their generals and high ranking soldiers from afar, if they give chase lead them to an ambush, and attack them when they least excepted ( during the night or when they are taking a break).
>>
>>2166249
This. Also, we send like, 30 kobold archers to supplement the army. They're our best.
>>
>>2166249
supporting
>>
>>2166271
Kobolds make sure to capture craftsmen for "extensive questioning"
>>
>>2166221
I will send all of my raptor and scorpion riders since they will be the key to our success, I will send a request to the other houses if they can lend some of their troops to protect Medivith
>>
>>2166249
Phase 1 of this plan is put into action! First we shall roll for the raid party.
DC 60
+20 Deep into enemy Territory -5 Diversion attack -5 Rapid Pace/Small troop amount
>>
Rolled 33 (1d100)

>>2166289
>>
Rolled 62 (1d100)

>>2166289
>>
Rolled 16 (1d100)

>>2166289
>>
The raid group proceeds at a Rapid Pace, using Small scorpions and Many raptor riders, however on its way there, it is intercepted by a medium-size force of 1,000 Jerefemeni and while many are able to run away, 20 Raptor riders and 10 scorpions along with their 15 Riders are not so lucky. The next phase of the plan begins now! The diversionary force is sent in, numbering 3,255 soldiers. The Rudimentary Ballistas are brought forth, with the ram and the Ladders. How shall we attack this Fort?
>A. Siege it out, wait.
>B. Attack! Full force!
>C. Make Probing attacks while establishing and securing a perimeter.

Approximately 1,500 Jerefemeni are stationed here, with more possibly on the way.
>>
>>2166329
>B. Attack! Full force!
Capture it before the others arrive!
>>
>>2166336
This
>>
>>2166336
Make it quick. Decisive. DIG THE WALL!
>>
>>2166329
B
>>
The offensive begins! The ladders are brought forth, ballistas begin firing in earnest, and The ram is brought forth! Charge!
DC 55 +10 Fortifications -5 Strength -5 Numbers +5 Superior Weapons
>>
Rolled 61 (1d100)

>>2166366
"We will show them what true strength feels like!"
>>
Rolled 27 (1d100)

>>2166366
>>
Rolled 75 (1d100)

>>2166366
Digg wall!
>>
The initial offensives are a great success! The ballistas and archers manage to ensure that the enemy has their heads down, while the ram and the ladders proceed forth. The Ram has begun to swing and batter the gate down, while the first of the ladders are brought up! Now it is a savage fight for the walls and making sure the Ram doesn't break through! The drakes are rushing towards the ladders and towards the gate to be there just as the gate falls down.

DC 55 +10 Fortifications -5 Strength -5 Numbers +5 superior weapons
>>
Rolled 10 (1d100)

>>2166391
OVERWHELM THEM, SUPPORT LADDERS WITH FLYERS
>>
Rolled 35 (1d100)

>>2166391
>>
Rolled 7 (1d100)

>>2166391
>>
Rolled 48 (1d100)

>>2166391
Crit success!
>>
Rolled 2 (1d100)

>>2166408
>>
The ladders were brought up, and the resistance wasn't as strong as we expected it to be. However, then they struck back with a vengeance. When the first wave of our troops fully climbed on top of the ladders and on top of the walls, they found themselves in the midst of a great and organized charge and found themselves smashed and unable to defend the ladders. Most died, others were captured, and the ladders were thrown down. We have surplus ladders, however many fliers, in the attempt to support were shot down by bowmen, the Ballistas are also steadily running out of ammunition as well. The Gate held against our rams attacks, and many died near the gate as they were shot at by enemy archers.

3 more 1d100s! DC 55, Same modifiers
>>
Rolled 67 (1d100)

>>2166520
Dig wall!
>>
>>2166520
Continue assaulting but this time focus on one part of the wall use the ladders to scale back up and the archers and ballistas to provide covering fire
>>
Rolled 4 (1d100)

>>2166520
>>
Rolled 47 (1d100)

>>2166530
>>
Rolled 23 (1d100)

>>2166520
"Give em hell!"
>>
The curse of the shit rolls has come to annoying people in another thread
>>
The Kobolds try a bold tactic! They pull out their pickaxes and charge! Their plan? Dig through the wall. Its a big risk, will it pay off? It doesn't. Many are picked off by archers as they charge forward, and those that make it to the wall are further picked off by archers as the offensive pushes forward. A new wave of ladders has been placed, however many have died in the attempt to take them. The Ram is still bashing away... Damn! This is one tough gate.

Same modifiers as before.
>>
Rolled 55 (1d100)

>>2166553
>>
Rolled 83 (1d100)

>>2166553
>>
Rolled 62 (1d100)

>>2166553
>>
Rolled 68 (1d100)

>>2166553
"Do ya'll call yourself warriors? pathetic!"
>>
Rolled 34 (1d100)

>>2166553
That was incredibly stupid, you don't dig the wall itself, you dig the dirt beneath.
>>
Finally! A break for us, the gate manages to be bashed down and our troops slowly start to push their way in, as a result the enemy had to pull troops off of their walls which left them very vulnerable to our ladders! The ballistas have expended the last of their ammunition, however they have accomplished their job, and as we trickle onto the walls, a savage fight is at the gate, with Drakes faced off against well equipped Jerefemeni Troops.

DC 50 +10 Fortifications -5 Strength -15 Numbers +5 Bottleneck +5 superior weapons
>>
Rolled 78 (1d100)

>>2166589
>>
Rolled 84 (1d100)

>>2166589
"Raptor riders show them what your'e made of!"
>>
Rolled 19 (1d100)

>>2166589
Start a blitzkrieg type tactic into the city
>>
Rolled 79 (1d100)

>>2166602
>>
While a blitzkrieg type of offensive doesn't work, a whittling down of their defenses does! The ladders have gained a strong foothold within the fort, while the gate has slowly made a push against those that attempt to stop their offensive. Much blood is shed upon these walls, however the enemy is on the back foot here! They are attempting a final great last stand to fend us off, its a bold strategy!

DC 45 +5 Last Stand -5 Strength -15 numbers +5 Bottleneck +5 superior weapons
>>
Rolled 55 (1d100)

>>2166669
"Stare them down until they meet death itself!"
>>
Rolled 28 (1d100)

>>2166669
While attacking use the archers to get to a vantage point and rain down arrows from above
>>
Rolled 97 (1d100)

>>2166669
>>
The last of the enemy is broken! Archers on the wall raining death upon them, savage attacks by drakes, they eventually surrender. We manage to take about 300 Prisoner after this battle. However, we have lost much in the attempt to take the fort. About 800 of our troops lay dead or greatly injured, many being militia, while another 800 will be simply incapable of fighting until they take a long time to recover, so they are out of the war as well. We have taken a fort that house 1,500, in exchange for an effective 1,600. Not a bad trade, many of our commanders say. However, there is also the issue of reinforcements from the Jerefemeni! Many scouts have also reported that they are sending more troops towards us, 1,500 Jerefemeni Reinforcements! What is our plan of action?

We have 1,655 troops, with about 1000 Reinforcements in humans from Bereksus on the way.
>>
>>2166771
Build up defenses have our riders hide so when the enemy attack the fort we can flank them from behind! Care for the wounded and send the dead back home
>>
Rolled 71 (1d100)

>>2166771
Fix the gates and walls and create fall back lines aswell as set up traps beyond the wall
>>
>>2166818
The gate shall open into a furnace. They will burn.
>>
We will reinforce our position and repair the gates and walls as best we can! Riders are also being positioned. 3 1d100s with a sliding DC.

>>2166818
Please do not roll unless asked to do so.
>>
Rolled 13 (1d100)

>>2166879
>>
>>2166879
K
>>
Rolled 48 (1d100)

>>2166879
>>
Rolled 24 (1d100)

>>2166879




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