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Old thread >>2304688
suptg.thisisnotatrueending.com/qstarchive/2304688
>>
>>2337839

It's the year 846 and it's Spring.

Our trade caravans net us 1204 gp.

Our population revolts and refuses to pay taxes in full! We only manage to collect 2000 gp in taxes. We spend 2550 gp with our troops and heroes, getting a deficit of 550 gp.


Our nobles say we need more town guards to maintain order.
How many town guards should we hire?
> 50 town guards
> 80 town guards
> 100 town guards
> 130 town guards
> other?

Our treasury is up to 4449 gp.

We start repairing the damage done to our wall

Wall repair (1/3)

The skeletons didn't cause that much damage to our city, they mainly were after our population.

We decide to start researching trebuchets hoping to use those to deal with the brittle skeletons from long range.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2337844
80 new town guards

finish wall repairs

Ask our allies if they have suffered under the lich too, are they down to raid?
>>
>>2337868
Yeah this.
>>
>>2337868
also recruit 3 new paladins, we should still have equipment for one. enchant all paladin swords to 1
>>
>>2337868
>>2337890
>>2337948

It's the year 846 and it's Summer.

We decide to hire 80 new town guards. We also train three more paladins. Since the regalia of one of the fallen paladins only had to be refurbished the costs for training one of the paladins was halved.

We have our wizards enchant the holy swords of all our paladins to +1.

Our treasury is down to 749 gp.

We have our laborers finish the wall repairs.

We send emissaries to our allies to ask if they have suffered under the lich too and whether they are willing to go raid the necropolis of Draffin with us.

The dwarves at Khela are greatly concerned when they learn that we unleashed such a powerful spellcaster bent on conquest and domination. They haven't suffered under the lich yet but would be willing to go on a raid with us if we figure out how to deal with the lich.

The minotaurs at Petun say that this sort of threat is exactly what made them leave the old continent, brute strenght is powerless against beings such as Gamma the Lich, even if we succeed on killing him he'll just come back from the dead after awhile. Still if we can figure out a way to deal with the lich Petun's minotaurs say they'd be willing to go on a raid against the necropolis with us.

What should we do next?
> Build basic infrastructure (other?)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338026
Continue researching trebuchets and take census
>>
>>2338106

It's the year 846 and it's Autumn.

We decide to take a census. Our population consists of 11213 people, 712 horses, 5513 cows, 6096 sheep and 7127 pigs. Our taxes are adjusted accordingly.

We have our scholars continue researching trebuchet. They say such a huge an powerful war machine would be very expensive to build. We're still in a very early phase of figuring out how to construct one of those, the research will take awhile.

Our wizards figured out how to enchant armor! The prices are steep though, a +1 plate mail costs 500 gp, a +2 plate costs 1500 gp, a +3 plate costs 4500 gp and so on.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338026
well we have the sword that works against evil. Do we know how exactly it works?
And the banishment spell. Who can cast it and how does it precisely work?

>>2338145
keep working on the castel

recruit 5 apprentices
>>
>>2338145
Rush castle
>>
>>2338155 The Sword of Banishing Evil is more geared towards fighting extraplanars like demons. In a successful hit it has a chance at opening a portal to banish the evil creature to its plane of origin. The banishment spell sends a extraplanar to its plane of origin or temporarily sends a being from this plane to a small demiplane for as long as the caster can concentrate. Currently none of our casters can use banishment spell, but we could research a ritual version of it. Duration could also be extended through research, but making the banishment permanent is beyond our current capabilities.
>>2338158

It's the year 846 and it's Winter.

We decide to keep working on our castle.

Castle (25/40)

We also recruit 5 more wizard apprentices.

Our treasury is down to 649 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338207
Any chance the sword would get rid of a lich?

research permanent banishment into an object.

Would we need to research maces? If yes do so, if no how much is a mace fighter?.

continue castle.
>>
>>2338290

It's the year 847 and it's Spring.

We make 1253 gp with our trade caravans. We also get 5 more platemails. We have 15 of those in store now.

We raise 6726 gp in taxes and pay 3170 gp to our troops and heroes, getting 3556 gp revenue.

Our treasury is up to 5458 gp.

Our strategy scholars and army captains take into consideration the fact that we don't have a professional combatant who causes crushing damage so they decide to come up with something. We could hire light macemen for the same price as swordsmen, or hire heavy infantrymen with heavy armor, shield and a flail for 200 gp each, both for the same 10 gp/year upkeep as a normal warrior.

We consider researching permanent banishment into an object but our wizards don't have the slightest idea of how something like that could work, if it could work at all.

We wonder about whether the Sword of Banishing Evil would be able to get rid of a lich. We decide to ask the Crown. We also ask about ways to defeat the lich.

"My sword won't get rid of the lich permanently, I tried it a couple times but the damn creature came back."

"The thing about liches is they have a phylactery with their soul in it, unless we destroy it they always come back again."

"Nobody knows where Gamma's phylactery is hidden. The way he was defeated was through the use of the extremelly powerful spell Temporal Stasis. Melkor who was at the time the best wizard in Londone kingdom managed to cast it on Gamma."

"The spell was supposed to be permanent but it lost its power after Melkor died, Gamma woke up briefly and wiped out half the wizards in the kingdom before being finally restrained, so we created an order of wizards who would ritually perform the Temporal Stasis ritual again every ten years or so to keep Gamma innactive."

"The spell must have wore off after all the centuries since the last time the ritual was performed, since the lich simply woke up once you guys opened his casket"

"The material components for the temporal stasis spell cost about 5000 gp, and it's a touch spell. Good luck researching it then holding Gamma in place long enough to perform the ritual version of the spell, he has probably wisened up about it already."

We have our laborers continue work on the castle.

Castle (27/40)

What should we do next?
> Build basic infrastructure (other?)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338388
rush castle and hire 40 light macemen
>>
>>2338411
also equip them with chainmail
>>
>>2338411
>>2338428


It's the year 847 and it's Summer.

The minotaurs show up to woo our women. They pay 219 gp of bridal tax.

We hire 40 light macemen and equip them with chainmails.

Our treasury is down to 4277 gp.

We have our laborers work on the castle overtime.

Castle (29/40)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338441
rush castle
>>
>>2338494

It's the year 847 and it's Autumn.

We have our laborers work overtime building our castle.

Castle (31/40)

The wizard's guild is proud to announce that in their ranks there are now wizards capable of casting 4th circle spells! They are currently working on a spell to transmutate items from raw materials.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338521
rush castle
>>
>>2338541

It's the year 847 and it's Winter.

We finish repairing the damage to our palisade, watchtowers and ballistas.

We have our laborers keep working on our castle overtime.

Castle (33/40)

The homunculi from Incognita show up at our town. They say they have been harassed by emissaries from Draffin demanding their immediate surrender or be taken as slaves. Lacking a large enough army to defend themselves against the undead threat they seek refuge within our walls. Should we accept the homunculi in our city?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338576
Rush castle
accept them
>>
>>2338594

It's the year 848 and it's Spring.

Our trade caravans net us 1199 gp profit.

Our tax collectors get us 6726 gp and we pay 3570 gp to our army and heroes, netting us a revenue of 3156 gp.

Our treasury is up to 8632 gp.

We have our laborers continue working on our castle overtime.

Castle (35/40)

We accept the homunculi refugees into our town; they spend most of their time in our university researching ways to create more of their own.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 75 (1d100)

>>2338620
since youve been ignoring my posts for a while, ill just repost what i wrote in the last thread:

Contact all our allies and asses the damage the lich has done to them. Unbury the demonology and necromancy scrolls and search them for anything we can use against the lich. Begin recruiting paladins. We should get one for free since the dead paladins gear is still in our possession, but we need more. Take a census, and begin repairing the wall and palisade.
Consult the crown about how the ancient londoneans sealed the lich, and about any anti-lich measures in general
>>
>>2338388
>>2338677
>>2338026


I think we done all that here already
>>
>>2338677
having read the thread, it seems like all but one of my suggestions have been made by others, so consider my roll for unsealing the forbidden scrolls
>>
>>2338684
yes, didnt read the new thread before posting. QM has been ignoring my vote for a few days now tho, and i already rolled for all this in the last thread.
>>
>>2338690

I'm not ignoring you on purpose, the past few times your vote popped up when I had already finished writing the update based on someone else's suggestion, it happens.

What else should we do besides unsealing the scrolls?
>>
Rolled 71 (1d100)

>>2338620
continue castle and search our forbidden scrolls
>>
>>2338711
>>2338677
>>2338690

It's the year 848 and it's Summer.

The minotaurs from Petun show up to woo our women. We get 257 gp from bridal tax.

Our treasury is up to 8889 gp.

We also get 5 platemails from our caravans with Petun. We have 20 of those in store now.

We have our laborers continue working on our castle.

Castle (37/40)

We decide to unseal the forbidden scrolls on necromancy and demonology that we had stashed away!
With the newfound knowledge our wizards have accrued they realize that the scrolls provide instructions for summoning a vast array of demons, and a few of our wizards are currently powerful enough to perform most of the summoning rituals, the problem is that in order to make the demon stay in the material plane it's required the regular sacrifices of sentient beings. Our wizards should be able to summon the demons for a seconds or minutes at a time without needing to sacrifice souls to them though if we're really willing to mess with demonic magic and let our wizards research it freely.
Our scrolls on necromancy detail how to raise basic undeads like zombies and skeletons and detail how to create advanced undeads, however the instructions for creating the advanced undeads are still too complex for our wizards to follow. We look through the scrolls to see if we can find anything about liches and sure enough there are some mentions, but only in passing as the aspiration of whoever wrote the forbidden scrolls; the scrolls say that the ritual to become a lich involve drinking a potion prepared with a mixture of several deadly poisons after a long and complex ritual to prepare your phylactery to receive your soul; once you die and your phylactery gets your soul you then become immortal, a new body being generated for you whenever your old body is destroyed. The lich always respawns near his phylactery. The scrolls don't contain details about the lich ritual nor about the construction of phylacteries though, just passing mentions about the topic.

What should we do next?
> Build basic infrastructure (other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338760
Rush castle
equip ten light macemen with platemail
>>
>>2338800

It's the year 848 and it's Autumn.

We equip 10 macemen with platemails.

Our laborers work on our castle overtime.

Castle (39/40)

Some of our scholars made copies of our necromancy and demonology scrolls while they were in the wizard's guild being analyzed! Now the cat is out of the bag, there's no way to tell how many copies of the scrolls are out there. Should we outlaw necromancy and demonology?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2338815
finish castle and build oracle
outlaw necromancy and demonology
>>
>>2338834

It's the year 848 and it's Winter.

We've finally finished the construction of our castle! Our diplomats say that we could use the fact that we have built a castle as leverage to convince the nearby settlements to unify into a kingdom under our banner. They say we would need at least four of our nearby allies to join us if we are to start a kingdom.
Should we send diplomats asking our neighbours whether they want to form a kingdom?
> Send diplomat to Caford
> Send diplomat to Petun (ally)
> Send diplomat to Asminster
> Send diplomat to Incognita
> Send diplomat to Khela (ally)
> We're not going to start a kingdom right now
> other?

We could also ask people that are not our neighbours if they want to form a kingdom with us, although a discontinuous kingdom has several disadvantages over a contiguous one.
> Send diplomat to Brine (ally)
> Send diplomat to Heabury
> Send diplomat to Hedon
> Send diplomat to Oxwick
> Send diplomat to Woton
> Send diplomat to Lothlorien
> Send diplomat to Cheygrove
> Not right now
> other?


Castle (40/40) -> Bonus to defense, bonus to diplomacy, kingdom foundation

We start the construction of an oracle! Getting to know about your future should pacify our population.

Oracle (1/6)

Our treasury is down to 8389 gp.

We decide to outlaw the practice of necromancy and demonology within our lands! How harsh should we be with people who have scrolls on the banned subjects?

> Any scrolls on those subjects that are found are immediately confiscated and stored in a locked room at the wizard's guild.
> Confiscate the scroll and fine the owner
> Burn the scroll and fine the owner
> Burn the scroll and imprison the owner
> other?

We finish the research on how to craft a trebuchet! Those monstrosities of siege engines who can hurl huge boulders over vast distances are extremelly expensive to build, a single unit is estimated to cost 10,000 gp! Still one of those when properly operated should be able to take down any kind of fortification given enough time.

What should we do next?
> Build basic infrastructure (other?)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2338903
Can we get a quick rundown on all or neighbors again.
>>
>>2339030

Hedon, northwest humans from the western continent.

Brine, nomad centaur currently living in the far western plains near Hedon. We've always been allies with them.

Sinabu, lizardmen who live in the jungles in the west. We never had direct contact with them but our mercenaries fought them on the behalf of Heabury once.

Heabury. A tribe of peace loving halflings who claimed far more land than they can reasonably use or protect. Hedon and Caford sort of intrude upon the lands they originally claimed for themselves but they never pushed the issue. Hired our mercenaries once.

Petun. A tribe of minotaurs from the eastern continent. They frequently show up in our town to woo our women. Fierce warriors. Lead by Gouk.

Caford. A newly founded village with ties with Hedon.
Asminster. A port city of halflings north of our town. They do trade with both the eastern and western continent, although not in a large scale. They seem to have an insatiable hunger for cheese.

Woton. A tribe of humans to the northeast with ties with Cheygrove. There's some suspicion that their leadership may not be human.

Lothlione. The elvish city in the northeastern forests. Really rich. They bought expensive crystal glass spires whose manufacture secrets they taught us. They mostly keep to themselves, although spellcaster heroes from their lands can be seem everywhere on occasion.

Suma. The goblins in the west. Our annoying neighbours who enjoy raiding us on occasion. They have never posed much of a threat due to their low technology and inept leadership. They are our enemies. Their claimed territory is vast.

Draffin. A necropolis in the southern part of Suma territory, ruled by a necromancer called Symond. Recently founded.

Golurtz. The trolls in the west past the goblins. Their fierce warriors also lack a strong technological backing to become truly effective. They are our enemies.

Cheygrove. A human port city in the west past the troll lands with ties with the western continent.
Wawold. A necropolis in a swamp to the southwest. We don't know much about it, just that it exists and is ruled by necromancers.

Buga. A walled orcish city in the southwest, bordering Suma, Khela, Oxwick, Golurtz and Wawold. They raided us once with the goblins so we assume they are sort of allied.

Khela. The dwarvish city south, mostly an underground fortress. Produce large amounts of minerals. They are our allies.

Oxwick. A port city south of the dwarvish lands. They came in raids with us a couple times.

Gorkil. An orcish city in the southeast south of the jungles and in the general vicinity of Oxwick. We raided them.

Shurad. A settlement of lizardmen and orcs in a mountainpass between the territories of Gorkil and Sinabu, near Oxwick and Khela.
>>
>>2338903
hedon is not our allies ? i thought our ruler is married to noble from hedon.
>>
>>2339042

The ruler married a noble from Cheygrove.
>>
Rolled 71 (1d100)

>>2338903
only send envoy to allies, the centaur nomadic nature should be useful as mobile trading post or army

burn scroll and imprison
>>
>>2339067

It's the year 849 and it's Spring.

Our trade caravans make a profit of 1285 gp. We also get 5 more platemails. We have 15 of those in store now.

Our tax collectors raise 6726 gp and we spend 3570 gp with our army and heroes, netting us 3156 gp revenue.

Our treasury is up to 12,830 gp.

A law is passed that anyone found in possession of scrolls of necromancy or demonology should be imprisoned and the scroll burned.

We decide to send envoys to our allies to inquire about whether they'd be willing to join us in the foundation of a kingdom!

Petun's leader Gouk says that they'll join us in starting a new kingdom if we lift the bridal tax and legalize polygamy, as traditionally minotaurs tend to have harems with from two up to twelve brides. Their short term goals are just to secure enough reproductive partners to prosper as a race. Their medium term goals is to secure a second settlement near the mountain in order to mine more iron since they're not getting nearly enough. Their long term goals are building a maze city to serve as regional capital for the minotaurs to dwell on. If we can embrace their goals they'll gladly join us.

Khela's council of elders says that they'll join us in starting a new kingdom if we declare war against the elves from Lothlione. The citizens of Khela are very wealthy but they do not desire to be plundered by their own government so they will not tolerate a tax rate higher than 20% under any circumstances. The short term goals of Khela are figuring out the ancient rituals of rune magic in order to fight the evil lich menacing our region. The medium term goals of Khela are routing out the trolls from Golurtz and settling their mountains to dig out the riches that certainly lay there still unexplored. The long term goals of Khela are forcing the elves from Lothlione out of this continent by any means necessary. If we can embrace their goals they'll gladly join us.

Brine's council of hunters say that they'll join us in starting a kingdom if their freedom to wander through their traditional lands both east and west of the jungles of Sinabu are preserved and unlawful invaders dealt with by our armies. The citizens of Brine are relatively poor, their main source of coins being the tithe paid by Hedon and Caford for the mine and for settling on their ancestral lands respectivelly. The short term goals of the centaurs at Brine are preparing for their migration back to the eastern part of their territory. The medium term goal of the centaurs is getting the population of lizardmen in and around Sinabu under control by killing off most of them. The long term goals of the centaurs are routing the goblins of Suma out of their territory to claim those game rich savannahs for themselves. If we can embrace their goals they'll gladly join us.

What should we do next?
> specify?
>>
>>2339206
For now,Brine seems easier to get to our kingdom,but let's wait for now
rush oracle
>>
>>2339252

It's the year 849 and it's Summer.

The minotaurs show up to woo our women. We get 234 gp of bridal tax.

Our treasury is up to 13064 gp.

We have our laborers work overtime building our oracle.

Oracle (3/6)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2338903
>> Send diplomat to Caford
>> Send diplomat to Asminster
>> Send diplomat to Incognita

Maybe we should improve relation with our neighbors and make them our allies

Send envoy with small gift 500 gold and some animals to improve relation and see what they need

build oracle
>>
>>2339281
rush oracle
>>
>>2339292
>>2339304

It's the year 849 and it's Autumn.

We decide to send diplomats to Caford, Asminster and Incognita with gifts of 500 gold and some animals to improve relations and see what they need.

Our diplomat to Caford learns that their settlement has come a long way since their humble beginnings a couple decades ago. Their leader, an aging noble called Elmir, thanks us for our generous gifts and remember that his father was very grateful to us for assisting with the foundation of their settlement. When he learns that we're in the process of starting a new kingdom he seems interested in joining. Caford makes few demands, just that the local citizens be treated fairly and not be drafted into suicidal militias. Their short term goals are expanding the mines they began to explore recently. Their medium term goals are to have enough resources to support greatly expanding their population by receiving lots of immigrants from the western continent. Their long term goals are building more satellite towns in every patch of fertile land they can find in this continent. If we can embrace their goals they'll gladly join us.

Our diplomat to Asminster is very well received by the local council; the halflings say that up until very recently they would have outright denied any proposal to join into a kingdom since they're in a rather comfortable position as a trading city state. However the recent threat of the lich has caused great concerns to the halflings who don't believe themselves capable of defeating such a foe on their own and as such must get in league with someone who can. The short term goals of the halflings are getting some more of our delicious cheese. The medium term goals of the halflings are securing a source of wood to build more ships to further their trade deals with both continents. The long term goals of the halflings in Asminster is becoming the largest tradehub in the continent. If we can embrace their goals they'll gladly join us.

Our diplomat to Incognita is received by highly concerned citizens. They receive our gifts with joy. They've been threatened by the undeads recently and their leaders the homunculi are refugees in our city. Their short term goals are to figure out how to create more homunculi. Their medium term goal is to create as many homunculi as possible. Their long term goal is to build a highly technologically advanced city, perhaps with flying vessels. If we can embrace their goals they'll gladly join us.

Our treasury is down to 10,734 gp

We have our laborers work overtime on our oracle.

Oracle (5/6)

What should we do next?
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2339370
Finish oracle and build tree planter cottage
Craft 30 clubs and store them,also hire 30 more light macemen
>>
>>2339449

It's the year 849 and it's Winter.

Our laborers and artisans finish our Oracle! Our citizens come to have their future foretold.

Oracle (6/6) -> bonus against unrest, predict future events

We decide to build another treeplanter's cottage and assign another area for treeplanting. It's our third of such buildings, the other two having been built more than four decades ago.

We hire 30 more light macemen. We also craft 30 sturdy clubs and store them.

Our treasury is down to 12534 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2339497
were we can build another trade outpost ?build another tree planter cottage and equip our macemen with chainmail
>>
>>2339370
>Our diplomat to Caford learns that their settlement has come a long way since their humble beginnings a couple decades ago. Their leader, an aging noble called Elmir, thanks us for our generous gifts and remember that his father was very grateful to us for assisting with the foundation of their settlement. When he learns that we're in the process of starting a new kingdom he seems interested in joining. Caford makes few demands, just that the local citizens be treated fairly and not be drafted into suicidal militias. Their short term goals are expanding the mines they began to explore recently. Their medium term goals are to have enough resources to support greatly expanding their population by receiving lots of immigrants from the western continent. Their long term goals are building more satellite towns in every patch of fertile land they can find in this continent. If we can embrace their goals they'll gladly join us.
>Our diplomat to Asminster is very well received by the local council; the halflings say that up until very recently they would have outright denied any proposal to join into a kingdom since they're in a rather comfortable position as a trading city state. However the recent threat of the lich has caused great concerns to the halflings who don't believe themselves capable of defeating such a foe on their own and as such must get in league with someone who can. The short term goals of the halflings are getting some more of our delicious cheese. The medium term goals of the halflings are securing a source of wood to build more ships to further their trade deals with both continents. The long term goals of the halflings in Asminster is becoming the largest tradehub in the continent. If we can embrace their goals they'll gladly join us.
>Our diplomat to Incognita is received by highly concerned citizens. They receive our gifts with joy. They've been threatened by the undeads recently and their leaders the homunculi are refugees in our city. Their short term goals are to figure out how to create more homunculi. Their medium term goal is to create as many homunculi as possible. Their long term goal is to build a highly technologically advanced city, perhaps with flying vessels. If we can embrace their goals they'll gladly join us.

These 3 seems reasonable i think we should form a kingdom with them,but i'm waiting for other anons opinion
>>
>>2339543

We have these tradeposts

Tradepost in Heabury
Tradepost in Woton
Tradepost in Cheygrove

So we could build tradeposts anywhere else that's not hostile

Brine, Petun, Caford, Lothlione, Khela or Oxwick.
>>
>>2339580
I agree, they all have reasonable demand and fit with our culture
>>
>>2339497
We also need to see if Hedon is interested in joining our kingdom
>>
>>2339581

Also Incognita, forgot to mention.
>>
>>2339581
build in Caford then
>>
Rolled 47 (1d100)

>>2339581
Brine, Petun, Caford, Lothlione, Khela or Oxwick.
Build on all, turn by turn we can't miss those good shekels goy
>>
>>2339628
only 2 build actions per turn man
>>
>>2339543
>>2339596
>>2339609

It's the year 850 and it's Spring.

Our trade caravans net us 1256 gp. We also get 5 more platemails. We have 20 in store now.

Our tax collectors get 6726 gp, we spend 3870 gp with our army and heroes, our revenue is 2856 gp.

Our treasury is up to 16,646 gp.

We build a tradepost in Caford. We should have increased trade income coming from them from now on.

Our treasury is down to 15,646 gp.

We also build another treeplanter's cottage. It's our fourth of those.

Our treasury is down to 15,446 gp.

We equip our macemen with chainmails.

Our treasury is down to 14,696 gp.

Our oracles foretell an attack on us this winter! They can't tell for sure whether we'll be attack by orcs, undeads or both, so we should prepare for the worst!

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2339659
i know maybe build on petun 1st because dwarves are rich and second on lothlione because they love our crystal
>>
>>2339662
>Our oracles foretell an attack on us this winter!

welp maybe we should use our summer and fall to strengthen our army and defense
>>
>>2339662
Build trade out post in Petun and Brine
crafy 2 medium ballistas and 2 heavy ballistas
>>
>>2339689
>>2339691

It's the year 850 and it's Summer.

We decide to build trade posts in Petun and Brine. Our trade with the minotaurs and centaurs should be more profitable from now on.

We also craft 2 medium ballistas and 2 heavy ballistas. We have 8 medium ballistas and 5 heavy ballistas now. Should we mount our medium ballistas on the tower on our walls?

Our treasury is down to 7296 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
Rolled 56 (1d100)

>>2339723
Drill all soldiers and teach our militia how to operate ballista so they can act as reserve if the ballista crew is killed

hire 50 macemen equip them with chain mail if available
>>
>>2339723
Should we mount our medium ballistas on the tower on our walls?

forgot this and yes
>>
>>2339741
>>2339736

It's the year 850 and it's Autumn.

We decide to spend the season drilling all our soldiers for the imminent attack foretold by our oracle. We also instruct our militia on how to operate ballista so they can act as reserve if the ballista crew is killed.

We mount our medium ballistas on the towers on our walls.

We hire 50 more macemen and equip them with chainmails.

Our treasury is down to 5546 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
Rolled 83 (1d100)

>>2339782
perform sacrifices to our gods and ask for blessing in upcoming battle

try to ask our neighbors and allies for aid
>>
Rolled 77 (1d100)

>>2339370
found a kingdom with incognita, Caford, Asminster and Brine. Tell the leaders of Petun that we are happy to relinquish the bridal tax should they join us, but that we cannot legalize polygamy for couples not containing a minotaur, as it would destroy our human culture. Tell all kingdom participants that we will take their respective goals as our own, but that in the interest of us all, everyone must work together to find a way to combat the lich. Add that each city state should send their scholars to our university to exchange knowledge and work together on ways to beat Gamma.
>>
>>2339818
>>2340651


It's the year 850 and it's Winter.

We decide to perform sacrifices to our gods and ask for blessing in the upcoming battle.

We try to ask our neighbours and allies for aid telling them our oracle foretold that we'll be attacked this winter. The dwarves from Khela agree to send 100 armored hammerers to our aid in our hour of need, and the minotaurs of Petun agree to send 100 armored swordsmen to our aid.

We're attacked by the combined armies of the undead and orcs!

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
The armies of Draffin and Buga are marching towards our settlement! Their army seems to be composed of about 30 heavy crossbowmen, 20 wizards, 50 flesh abominations, 200 ghouls, 1000 skeletons armed with clubs and swords, about 100 heavily armored orcs and about 500 lightly armored orcs. Gamma the Lich can be seem flying around above his army of skeletons.

We have 5546 gp.

Which troops should we send against the undead and orcish army?
> 100 Town Guards (30 with light crossbows)
> 15 archers
> 20 swordsmen (20 with chainmail and platemails)
> 20 horsemen (chainmail, platemail, heavy lances)
> 10 pikemen (10 with chainmail and platemail)
> 30 heavy crossbowmen (30 with chainmail)
> 120 light macemen (110 with chaimail, 10 with chainmail and platemail)
> 20 wizard apprentices
> 5 priests
> 8 paladins

Should we recruit our allies garrisoned in our town?
> 100 dwarves hammerers (chainmail, platemail)
> 100 minotaur swordsmen (chainmail, platemail)

Should we hire mercenaries?
> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft our nobles?

> 40 Loyal Knights (chainmail, platemail, heavy lances)

Should draft some of our men into a militia?
> Veteran spearmen militia (1gp each), about 300 available
> Regular spearmen militia (1gp each), about 500 available
> Green spearmen militia (1gp each), about 800 available

We have three medium ballistas in position to fire at the incoming army, should we man them?

Should we field siege weapons?
> 3 Heavy ballistas


Which strategy should we use against the enemy army?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2341406
>> 100 Town Guards (30 with light crossbows)
>> 15 archers
>> 20 swordsmen (20 with chainmail and platemails)
>> 20 horsemen (chainmail, platemail, heavy lances)
>> 10 pikemen (10 with chainmail and platemail)
>> 30 heavy crossbowmen (30 with chainmail)
>> 120 light macemen (110 with chaimail, 10 with chainmail and platemail)
>> 20 wizard apprentices
>> 5 priests
>> 8 paladins
100 dwarves hammerers (chainmail, platemail)
> 100 minotaur swordsmen (chainmail, platemail)
> Veteran spearmen militia (1gp each), about 300 available
> Regular spearmen militia (1gp each), about 500 available
> Green spearmen militia (1gp each), about 800 available
man the medium ballistas
> 3 Heavy ballistas
> Maintain lines wait for them to approach while harrassing them with long range
also equip 20 town guards with clubs
>>
Hire merc
Hire all militia
Deply both of our allies
Draft noble
Deploy and use all siege engine

Deploy all troops behind palisade wall

Hide horse archers outside of wall and use them to ambush and snipe enemy wizards unit from behind
Hide noble knight and horsemen outside of wall to flank and ambush enemy from behind
Use ranged attack and siege engine to dwindle enemy from afar
use Wizard to cast aoe damage spells before engagement
When our palisade is breached send our armored troops to delay enemy advance and buy more time for our ranged, mage and siege engine
Macemen and dwarves hammerers focus on skeleton
Other units on non skeleton enemy
Have our paladins supported by priest to focus on the undead units
Also deploy our hero if available and use them to aid our weakest spot during battle
>>
Rolled 1 (1d2)

>>2341441
>>2341468

since you two didn't roll dice I'll roll
>>
>>2341406
>>2341441

We decide to recruit 100 town guards, 15 archers, 20 swordsmen, 20 horsemen, 10 pikemen, 30 heavy crossbowmen, 120 light macemen, 20 wizard apprentices, 5 priests and 8 paladins. We also recruit 100 dwarven hammerers and 100 minotaur swordsen who were garrisoned in our town. We draft 1600 militia men. We man the ballistas in the easternmnost part of our wall and field 3 heavy ballistas. We equip 20 town guards with clubs. We decide to maintain our lines and wait for the enemy to approach while harassing them with our long ranged units.

Some of the enemy orcs go through our moat and open up our palisade gate. The enemies start flooding into our town through the palisade gate, marching towards our stone walls. We start attacking them with our archers, crossbowmen and ballistas, and once in range our wizards cast fireballs and firebolts at the incomings skeletons, killing off about 100 orcs and 200 skeletons before they reach the wall.

Once they reach our wall Gamma once again uses disintegration spells to open a hole in our wall. The enemy troops start pouring into our city through the hole. We quickly position our armored troops to stop their flow, our macemen and the dwarvish hammerers destroying the masses of skeletons as they advanced towards our town.
We lose 50 macemen but we kill about 500 skeletons.
As the orcish troops begin to advance towards our chokepoint the minotaur swordsmen march towards them and start dueling them; the chokepoint gets clogged with the clashing armies.

After a long and tiresome protracted engagement though the orcish heavy warriors start to fall back. We maintain our lines by the hole in the wall. The flesh abominations come into our wall and start wreaking havoc in our lines. Our paladins aided by our priests start fighting the foul beasts and manage to bring many of them down.

The enemy once again tries to snipe our paladins with their heavy crossbowmen, but fails, as the huge flesh abominations are in the way leaving no line of fire for them.
>>
>>2341578

The orcs start losing morale and flee the battlefield! Gamma starts cursing at them for their cowardice and hary their undead troops to keep advancing.

Our armored troops bravely hold the line against the incoming hordes of undead creatures; our five priests do their best to keep our armored troops alive.

The flesh abominations manage to break in through our lines of armored warriors, sending a bunch of our armored troops flying away with their heavy blows, and masses of skeletons flow into our walls; but this advance is short lived as our militia bravely kill off about 300 skeletons at a cost of 400 lives.

The remaining ghouls prove to be rather vicious oponents, resilient and brutal, but they fall to the charge of our horsemen and paladins and the missile fire from our crossbowmen and archers.

As we go about finishing off the last remnants of the undead army Gamma the Lich says "I can't believe it, I've been beaten again".

Erard then advances towards the flying lich and casts a Web spell on him! He falls from the sky, stuck in a sticky mess.

Our paladins quickly go towards Gamma the Lich and throw vials of holy water on him; he recoils, the holy water burning him as if it were acid.

"No, no, no, no, not again", says Gamma the Lich, as he struggle to get rid of the sticky web.

Our paladins then draw their holy swords, surround and attack Gamma the Lich!

"You fools, I'll be back to destroy all of you", he says, as he's trespassed by the enchanted holy swords of our paladins, his body quickly turning to dust and being blown away by the wind.

The enemy human troops surrender. 30 heavy crossbowmen and 20 necromancer apprentices. They say that their town was a pacific necropolis and they just attacked us because they were forced by the evil lich. What should we do about them?
> Let them go
> Ask 20 gp ransom for each of them from Draffin
> Imprison them
> Kill them
> other?
>>
Rolled 50 (1d100)

>>2341582
>> Kill them
NO MERCY FOR DARK ARTS / NECROMANCY
>>
>>2341587

We decide to kill the surviving human troops from Draffin, showing no mercy for the practicioners of the dark arts and their allies.

We loot 30 heavy crossbows, we have 90 of those in store now.
>>
>>2341397
any more places for trade outpost ?
>>
>>2341610
Brine, Petun, Lothlione, Khela, Incognita or Oxwick
>>
>>2341631
Build in brine and petun
>>
>>2341658 Dang, we don't have a tradepost in Asminster either, my bad.

It's the year 851 and it's Spring.

We make 1619 gp profit with our trade caravans.

We get 6726 gp in taxes and pay 3370 gp to our troops, netting us 3356 gp.

Our treasury is up to 8921 gp.

We decide to build trade outposts in Brine and Petun. Our itinerant caravan follows Brine around in their migrations and our trade outpost in Petun keeps registering the constant orders for more iron that the minotaurs from Petun keep making us.

Our treasury is down to 6921 gp.

The centaurs from Brine migrated back from the far west to the savannas near our town!

We now have the following tradeposts

Tradepost in Heabury
Tradepost in Woton
Tradepost in Cheygrove
Tradepost in Caford
Tradepost in Brine
Tradepost in Petun

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2341688
Build trade outpost in Khela and oxwick
hire 20 swordsmen with chainmail
>>
>>2341705

It's the year 851 and it's Summer.

The minotaurs show up to woo our women. We get 245 gp from bridal tax. We also get 5 platemails. We have 25 of those.

Our treasury is up to 7166 gp.

We decide to build trade posts in Khela and Oxwick. We should be getting increased trade revenue from those places in years to come.

Our treasury is down to 5166 gp.

We hire 20 more swordsmen and equip them with chainmails.

Our treasury is down to 4466 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2341758
Did we ever establish our kingdom?
>>
>>2341852

Nope.
>>
>>2341758
>found a kingdom with incognita, Caford, Asminster and Brine. Tell the leaders of Petun that we are happy to relinquish the bridal tax should they join us, but that we cannot legalize polygamy for couples not containing a minotaur, as it would destroy our human culture. Tell all kingdom participants that we will take their respective goals as our own, but that in the interest of us all, everyone must work together to find a way to combat the lich. Add that each city state should send their scholars to our university to exchange knowledge and work together on ways to beat Gamma.
Support this Anons idea for a kingdom

Also doubly expand our iron mine
Research better ways of mining
>>
Rolled 41 (1d100)

>>2341758
Also gimme that army list boss please
>>
>>2341871

> 100 Town Guards (30 with light crossbows)
> 15 archers
> 40 swordsmen (20 with chainmails, 20 with chainmail and platemails)
> 20 horsemen (chainmail, platemail, heavy lance)
> 10 pikemen (10 with chainmail and platemail)
> 30 heavy crossbowmen (30 with chainmail)
> 70 light macemen (60 with chainmail, 10 with chainmail and platemail)
> 20 wizard apprentices
> 5 priests
> 8 paladins (+1 holy swords)
>>
>>2341867

It's the year 851 and it's Autumn

We decide to found a kingdom with Incognita, Caford, Asminster and Brine. They send priests, scholars, diplomats and advisors to our court. We start drafting the constitution of our kingdom.

Constitution (1/???)

First we'll need a name for our new kingdom.

> Name kingdom

Next we'll need to address a series of issues concerning getting the people of our different settlements living together agreeably. First of all, religion. Our traditional gods are Weennar, the God of Night and Day, Kaphine the Goddess of Oracles and Yfdea, the Goddess of Finance.

Our allies worship different gods.


The people at Asminster worships:

Yfdea, Goddess of Finance
Yyha, Goddess of Good Luck
Irthys, Goddess of Health

The people at Brine worships:

Yagi, God of Nature
Ahrus, God of Time
Kaphine, Goddess of Oracles

The people at Caford worships:

Uius, God of Harvest
Fuzneas, Goddess of Weddings
Kinla, Goddess of Children

The people at Incognita worships:

Oteus, God of Fire
Xikraura, Goddes of Music
Kinla, Goddess of Children

The diplomats argue that our capital city should have shrines to all the gods worshipped in the kingdom, so they expect us to build shrines to

Yyha, Goddess of Good Luck
Irthys, Goddess of Health
Yagi, God of Nature
Ahrus, God of Time
Uius, God of Harvest
Fuzneas, Goddess of Weddings
Kinla, Goddess of Children
Oteus, God of Fire
Xikraura, Goddes of Music

Before we finish the foundation of our kingdom.

We also expand our iron mine and look into better ways of mining; our main problem about our mining operation is being away from the mountains, what makes mining both more costly and difficult.

What should we do next?
> Build basic infrastructure (other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2341942
build shrine to Yyha and Irthys
>>
>>2341988


It's the year 851 and it's Winter.

We decide to have the shamans from Asminster build shrines to Yyja and Irthys in our town. They start performing the rituals from their culture, and attract a small following of the locals.

Shrine to Irthys, Goddess of Health -> Healthy Diet Ritual, bonus to health

Shrine to Yyja, Goddess of Good Luck -> Synchronicity Ritual, bonus to magic

Our treasury is down to 4266 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2341999
build shrine to Yagi and Ahrus
>>
>>2342004
this
>>
>>2342004

It's the year 852 and it's Spring.

Our trade caravans net us 2092 gp profit. We also get 5 platemails. We have 30 now.

We collect 6726 gp from our population in taxes and pay 3670 gp to our army and heroes, netting us 3056 gp revenue.

Our treasury is up to 9414 gp.

We decide to build shrines to Yagi and Ahrus in our town to the specifications of the centaur shamans. Their cults gain a small local following.

Shrine to Yagi, God of Nature -> Bounties Of The Woods Ritual, bonus to hunting

Shrine to Ahrus, God of Time -> Go Faster Ritual, bonus to combat

Our treasury is down to 9214 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2342049
>Uius, God of Harvest
>Fuzneas, Goddess of Weddings
build shrines to those two
>>
>>2342063
>>
>>2342063
>>2342071


It's the year 852 and it's Summer.

The minotaurs show up to woo our women. We get 276 gp of bridal tax.

Our treasury is up to 9690 gp.

We decide to build shrines to Uius, the God of Harvest and Fuzneas, the Goddess of Weddings according to the specifications of the priests from Caford. The cults amass a small local following.

Shrine to Uius, God of Harvest -> Plentiful Harvest Ritual, bonus to farming

Shrine to Fuzneas, Goddess of Weddings -> Diplomatic Marriage Ritual, bonus to diplomacy

Our treasury is down to 9490 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2342087
Build shrine for Kinla and Oteus
>>
>>2342110


It's the year 852 and it's Autumn.

We decide to build shrines to Kinla, the Goddess of Children and Oteus, the God of Fire. Under instructions from the priests from Caford and Incognita we build the shrines, who quickly amass a modest local following.

Shrine to Oteus, God of Fire -> Fire's Many Uses Ritual, bonus to research

Shrine to Kinla, Goddess of Children -> Childlike Curiosity Ritual, bonus to research

Our treasury is down to 9290 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2342137
Build shrine for Xikraura and continue our constitution
by the way,does our kingdom have a name yet ?
>>
>>2342146

nope, nobody named it yet
>>
>>2342146

It's the year 852 and it's Winter.

We decide to build a shrine to Xikraura, the Goddess of Music. We follow the specifications of the Incognita priests in building it, and soon enough it accrues a modest following amongst the locals.

Shrine to Xikraura, Goddess of Music -> Music Of The Spheres Ritual, bonus to research

We decide to continue working on our constitution! With the religious question already solved comes a much more pressing issue - taxation. Or to be more precise the lack of it. Brine barely uses coin and doesn't tax its citizens at all, the bulk of its income coming from the tithe paid to it by Hedon and Caford. How should we solve this issue?
> Apply the 20% tax over the income they make with their tithe
> Insist that they monetize their economy
> Get their taxes paid in goods like wood and animal skins then sell it
> Leave the centaurs tax exempt
> other?

Constitution (2/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2342190
> Insist that they monetize their economy
Continue constitution and fix our defenses
>>
>>2342244

It's the year 853 and it's Spring.

Our diplomats insist with the centaurs that they monetize their economy. The centaur emissary is a bit concerned at first saying things like how can you put a price in things like game and firewood that are the very lifeblood of a community but our scholars manage to convince him that they can monetize their economy without much changes in their lifestyle. We send some scholars specialized in economy to the centaur settlement to see to it that we can make the needed changes for them to start using currency and so be able to be taxed.

We have our laborers start fixing the whole Gamma the Lich left in our wall.

Fixing the Wall (1/3)

We decide to continue working on our constitution!
Now comes the time to start discussing about security. As city states each settlement had to handle both it's internal order with town guards or similar troops and defense against external threats; but that could change now that we're in the process of establishing a kingdom. How do we propose to handle security from now on?
> Keep things as they are with internal order and external defense
> Keep things as they are with internal order and external defense but also create a royal army for offensive purposes
> Keep things as they are with internal order but create a royal army to handle external threats
> Take upon ourselves the task of providing internal order and create a royal army to handle external threats
> other?

Constitution (3/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2342308
> Keep things as they are with internal order and external defense
Continue constitution and repairs
>>
>>2342308 forgot the money


Our trade routes net us 2155 gp and 5 plate mails. We have 35 now.

Our tax collector get us 6726 gp and we spend 3670 gp, netting us 3056 gp.

Our treasury is up to 14,501 gp.
>>
>>2342316

It's the year 853 and it's Summer.

The minotaurs show up to woo our women. We get 273 gp of bridal tax.

Our treasury is up to 14,774 gp.

We have our laborers continue fixing our wall.

Fixing the Wall (2/3)

We decide to continue working on our constitution!
Our diplomats tell the members of our kingdom that our city state members should keep things as they are with internal order and external defense. Asminster and Brine can handle their own external defense just fine but the smaller settlements of Caford and Incognita were particularly eager to let us take over this role. They argue that since we're not creating a royal army we'd be a kingdom but in name, just a loose collection of city states, and as such they see no point in diverting any coin our way.

Asminster and Brine agree that the whole point of organizing ourselves into a kingdom was to create a permanent joint army to deal with large scale threats like Gamma the Lich. There's much disagreement about the viability of a kingdom that doesn't have a royal army.

> Be convinced by the diplomats on this issue and form a royal army for offensive purposes
> Convince the diplomats that we don't need a joint standing army, we can just do joint attacks when needed
> Offer to let someone else, either Brine or Asminster, create and command the royal army for our kingdom
> We'll be a kingdom without a royal army, consider the matter settled
> other?

Constitution (4/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2342374
> Be convinced by the diplomats on this issue and form a royal army for offensive purposes
Continue repairs and constitution
>>
>>2342389

It's the year 853 and it's Autumn.

Our laborers finish fixing the hole in our wall.

We decide to keep working on our constitution!
We're convinced by the diplomats of the necessity of establishing a royal army and decide to create one for offensive purposes.

Now comes the difficult part - financing such army. Asminster proposes that everybody simply do a tax hike of 10% and pool the funds for financing fielding a very large army to destroy all our enemies once and for all.
Brine proposes that we pool a fixed amount of money every year, say 2000 gp each, to be used in raising and maintaining the royal army, hiring only the most elite warriors available.
Caford proposes that we pool our most elite warriors to start the royal army and finance it like proposed by Brine.
Incognita proposes that for our royal army we acquire large amounts of armor and weapons to equip a large scale armored militia and finance it like proposed by Brine.

How should we go about building our royal army?
> Tax hike to hire lots of warriors
> Fixed amount of money every year to hire elite warriors
> Pool our most elite warriors
> Buy armor for militia
> other?

Constitution (5/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
Calling it a night, I'll probably be back tomorrow around 20-22h UTC.
>>
Rolled 87 (1d100)

>>2342426
>> Fixed amount of money every year to hire elite warriors
>> Pool our most elite warriors

focus on elite quality over quantity
>>
>>2342426
We should named it the Kingdom of Trit after our first ruler
>>2343336
I support this notion

For this turn we should invest 8000 in our Knights

Build a Windmill
Build another Horse Ranch
>>
>>2343711
I support this if the noun for our citizens is Tritorians
>>
>>2342426
Oh can we get the infrastructure and ritual list
>>
I'd like to propose researching mana storage devices based on our crystal glass (that according to the elfs has at least some influence on magic) or really whatever else we can come up with (real crystal maybe?). This should open up a whole bunch of magitec options for us
>>
>>2343336

It's the year 853 and it's Winter.

Our diplomats agree that we should pool a fixed amount of money every year to hire elite warriors and to begin our royal army with the right foot we ought to pool our current most elite warriors.

Asminster offers 50 of their best slingers to join the royal army. They're wearing chainmail.
Caford offers 30 of their best swordsmen to join the royal army. They're wearing platemail.
Incognita offers 20 of their best swordsmen to join the royal army. They're wearing platemail.
Brine offers 50 of their best hunters to join the royal army. They're wearing chainmail.

Should we accept those troops into the royal army?

Which of our own troops should we pool into the royal army?
> 100 Town Guards (30 with light crossbows)
> 15 archers
> 40 swordsmen (20 with chainmails, 20 with chainmail and platemails)
> 20 horsemen (chainmail, platemail, heavy lance)
> 10 pikemen (10 with chainmail and platemail)
> 30 heavy crossbowmen (30 with chainmail)
> 70 light macemen (60 with chainmail, 10 with chainmail and platemail)
> 20 wizard apprentices
> 5 priests
> 8 paladins

It is agreed that each of us shall pool at least 2000 gp each year to the royal army fund to be used for assembling an army to crush the enemies of our kingdom.

We decide to call ourselves the Kingdom of Trit. The noun for our citizens is tritonians.

We decide to invest 8000 gp in our loyal knights.

Loyal Knights Army (154/200+)

Our treasury is down to 6774 gp.

We decide to build a windmill for our peasants to mill grains into flour.

Windmill -> Flour

Our treasury is down to 5974 gp.

We decide to build another horse ranch to speed up the breeding of horses. It's the fourth of such buildings that we make.

Our scholars consider researching mana storage devices. They have found some scrolls detailing the procedures on how to extract mana from some rare crystals and how to imbue the same rare crystals with more mana to make them grow, an expensive and convoluted ritual. Apparently those rare crystals grow in deserts. Should we send prospecting crews to go dig around in the vast desert around us looking for mana crystals?

What should we do next?
> Build basic infrastructure (other?)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2344548
>tritonians

Sorry, I meant Tritorians
>>
>>2344303

(2) Quarry -> Stone
(4) Mines -> Iron ore
(2)Farms -> mostly Wheat, Rye, Barley
Granary -> food storage
Brewery -> Beer
Smith -> Iron
Barracks -> Swordsmen
Tavern -> Adventurers
Market -> Tax revenue + 50%
Stables -> Horsemen
Library -> Bonus to research
Scholar's guild -> Research bonus
(4) Treeplanter's cottage -> Planting trees 803, 806, 849, 850
(2) Wool Loom -> Cloth
(5)Cheesery -> Cheese
(3) Glassblower's Workshop -> Glass
Lumber Mill -> Wood
(3) Horse Ranch -> Breeding horses
Harbor -> Fish
Herbalist -> Healing and poisoning
(2) Pig Ranch -> Breeding pigs
(3) Cow Ranch -> Breeding Cows
Tannery -> Leather
Leatherworks -> Leather armor
Fighter's Guild (5/5) -> Training troops
University (20/20) -> Advanced buildings, research bonus
Bank (3/3) -> tax revenue + 50%
Merchant's Guild (10/10) -> tax revenue + 100 %, automated trading caravans
Sewer System (10/10) -> Pop. Growt and Cap Increased
Military Academy (10/10) -> Advanced Strategy, Veteran Troops
Wizard's Guild (20/20) -> Apprentices, Wizard Heroes, research bonus
Tourney Grounds -> Training Knights
Warhorse Ranch -> Breeding Warhorses
Theather (5/5) -> bonus against unrest
Oracle (6/6) -> bonus against unrest, predict future events
Windmill -> Flour
Castle (40/40) -> Bonus to defense, bonus to diplomacy, kingdom foundation
Palisade (8/8) -> defense bonus, surrounding our fields - broken
(3)Watchtower-> early warning - burnt
Stone Wall (8/8) -> Defense bonus, surrounding houses
Improved Stone Wall (8/8) -> 8 towers, gatehouses, 30ft tall walls
Moat (16/16) -> defense bonus

Weenar's Watchfulness Ritual -> Exploration bonus active
Weenar's - All Seeing Eye - bonus against evil
Weenar's Watchful Eye ritual - bonus against good
Kaphine's Prophetic Dreams Ritual -> Diplomacy bonus active
Kaphine's The Good Stuff Ritual -> bonus against unrest active
Kaphine's - Inspiration Ritual - bonus to artisans
Kaphine's - Predicting Weather - bonus against winter
Yfdea's Rubbing Hands Ritual -> Trade bonus active
Yfdea's -Free Market - bonus against unrest active
Yfdea's -Bounties Of The Earth - bonus to mining - active

Shrine to Irthys, Goddess of Health -> Healthy Diet Ritual, bonus to health active

Shrine to Yyja, Goddess of Good Luck -> Synchronicity Ritual, bonus to magic active

Shrine to Yagi, God of Nature -> Bounties Of The Woods Ritual, bonus to hunting active

Shrine to Ahrus, God of Time -> Go Faster Ritual, bonus to combat active

Shrine to Uius, God of Harvest -> Plentiful Harvest Ritual, bonus to farming active

Shrine to Fuzneas, Goddess of Weddings -> Diplomatic Marriage Ritual, bonus to diplomacy active

Shrine to Oteus, God of Fire -> Fire's Many Uses Ritual, bonus to research

Shrine to Kinla, Goddess of Children -> Childlike Curiosity, bonus to research
>>
Rolled 90 (1d100)

>>2344548
Offer 20 Horsemen and 20 Heavy Crossbowmen
Begin constructing a trading port so we can get trade ships from the old continent
Send out men to prospect for crystals
>>
>>2344775

We're a land locked city state in the middle of a desert, where do you suggest building a trading port?
>>
>>2344792
Are we not on a large river?
>>
>>2344813

Yes but it's not nearly deep enough to fit any seaworthy vessels. We could maybe get some trirremes but that's about it.
>>
>>2344825
Well we can then build a small port down by the mouth of the river and transfer to shallower boats to move it to the city.
>>
>>2344829

Asminster is already built in and around the mouth of the same river that courses through our city.
>>
>>2344846
Ah really? What abunch of cunts. Question are the nomads considered part of our kingdom?
>>
>>2344860

The desert nomads that live in the desert around our town? They don't have a formal allegiance to anyone so they're not currently part of our kingdom.

If you meant the centaurs then they are part of our kingdom.
>>
>>2344873
Well we should offer the desert nomads to join our kingdom, offering them better trade deals and protection against any menace and if we can't build a port we should expand our Mechanician's Guild
>>
>>2344899
>>2344775

It's the year 854 and it's Spring.

Our trade caravans net us 2175 gp. We also get 5 more platemails, we're up to 40.

Our tax collectors get us 6726 gp, we spend 5670 gp with our army, heroes and the royal army for a revenue of 1056 gp.

Our treasury is up to 9205 gp.

We decide to offer 20 horsemen and 20 heavy crossbowmen to join the royal army.

We begin the construction of a mechanician's guild. Such a guild works on all sorts of complex mechanisms and is involved in the construction of pretty much anything with moving parts that we do in our kingdom, it's about time they get their own guild hall large enough to perfom experiments to test prototypes.

Mechanician's Guild (1/8)

Our treasury is down to 8605 gp

We decide to send our men out into the desert to start prospecting for crystals. This might take awhile, for the desert is rather large and we're not very experienced in prospecting.

Emissaries from Brine, Asminster, Caford and Incognita show up with their part of the money for financing the royal army!

The royal army currently consists of
50 slingers (chainmails)
50 swordsmen (platemails)
50 centaur hunters (chainmails)
20 horsemen (platemail)
20 heavy crossbowmen (chainmail)

for an upkeep of 2100 gp/year

The royal army treasury is now at 7900 gp.

We offer the trade nomads better trade deals and protection for them to join our kingdom; they say they'll not abandon their ways of wandering through the desert for the city life even in a place like Sharz Avanzer, and that most of them are too poor to pay taxes anyway so they don't see the point in joining our kingdom. Still they wish to remain in good terms with us so they will not stop any of their young who individually decide that they'd want to try living in the city instead of following the way of their ancestors as a desert nomad.


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> other?
>>
>>2344961
continue building
check tavern for rumors
>>
>>2344961
Spend the funds of the royal army treasury on enchanting the swords of the swordsmen
>>
>>2344961
>Civ is still alive and well
wow, good jobbu everybody.

I support continuing our current projects
However, perhaps a dwarf could help us prospect for crystals easier.
Also we should probably sacrifice to Yfdea to unlock the final Finance ritual.
Can we build and utilize the resources/labor of other towns now? Perhaps we could build our Cathedral to Yfdea in Asminster and start building up their navy/exploring the seven seas. We could spread our temples/cathedrals out between the cities to save space and allow the other cities to recruit paladins.
>>
>>2345028
>>2345064
>>2345161 gotta keep working on the constitution to decide on more issues concerning the kingdom, whenever you want to change something like wanting to use resources/labor from other towns it must be agreed upon and passed on as a law first, nothing about it has been decided yet.

It's the year 854 and it's Summer.

We decide to have our laborers continue work on the mechanician's guild.

Mechanician's Guild (2/8)

We spend the funds of the royal army treasury on enchanting the swords of the swordsmen.

50 swordsmen (platemails) (+1 swords)

We decide to check the taverns for rumours.

-Laoda the Awesome, perhaps our best wizard, took a bunch of apprentices and retired to the tower in the dig site, he sends adventurers into fetch quests for magical components
-Many thieves from Cheygrove are operating within our walls, it's possible they're trying to organize a chapter of the thieves guild in here
-Symond the necromancer from Draffin had been imprisoned by Gamma the Lich in the catacombs of the local castle, but was released once his people learned the lich was defeated
-Apparently undesirables (bums, vagrants, whores, etc...) are disappearing mysteriously in our town
-The goblins, orcs, trolls and undeads have formed an alliance under Gamma the Lich
-Now that Gamma the Lich was defeated there's a power struggle between the leaders of the goblins, orcs, trolls and the two necropolis
-The dwarves at Khela have been harassed by dragons that are after their gold
-Many lizardmen scouts were sighted in the southernmost part of Brine's territory, they might be preparing to start a new settlement


What should we do next?
> Build basic infrastructure (other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> Work on our constitution
> other?
>>
>>2345203
Work on the constitution
Work on the guild
Send out our adventurers to investigate the missing people
>>
>>2345225

It's the year 854 and it's Autumn.

We decide to work on our constitution.
We're now concerned about the use of labor and resources from the various city states members of our kingdom; it is argued that since each preserves their own treasury it's only fair that if we want to use labor from others we ought to pay for the privilege. We could buy up to 10 additional actions per turn, each action at a cost of at least 200 gold, increasing by 100 gold by each additional action (the second additional action cost 300 gold, the third 400, the fourth 500 and so on) up to buying ten action for 6500 gp.

Constitution (6/???)

We also decide to keep working on the mechanician's guild.

Mechanician's Guild (3/8)

We send our adventurers to investigate the rumours about missing people within our town. They ask around about the people who went missing but for the most part the townsfolk are glad that those people are no longer around and are generally unhelpful in solving the mystery. We hear that a couple more people disappear while we're investigating and the only factor that the disappearances seem to have in common is that they happened after the people were last seem leaving some place like a pub into the night to wander alone back home.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> Work on our constitution
> other?
>>
>>2345329
Continue work on constitution
and the guild
Buy another action and continue the prospecting in the desert

Get in contact with the Cheygrove theive's guild. If they limit their actions to only the most discrete we will allow them to function within our borders with limited prosecution.

Continue looking into the missing people
>>
Calling It a night probably be back tomorrow around 22h UTC.
>>
>>2345371
>>
contact thief guild
keep searching for the missing people
>>
>>2345371
>>2346918
>>2346958

It's the year 854 and it's Winter.

(from now on when you choose to work on the constitution pick some issue you want to address)
We decide to continue working on our constitution! We create a number of national holidays and a festival to celebrate the creation of our kingdom.

Constitution (7/???)

We decide to have our laborers work on the mechanician's guild

Mechanician's Guild (4/8)

We hire laborers from Asminster to continue the prospecting in the desert.

Our treasury is down to 8405 gp.

We send an emissary to get in contact with the Cheygrove's thieves guild, telling them that if they limit their actions to only the most discrete we will allow them to function within our borders with limited prosecution. Our emissary says that the proposal was met with raucous laughter by all the presents then the leader of the thieves guild made them be silent and said "Ok tell the bossman that we'll be reeeal quiet in your tiny little town."

A few weeks later thieves steal 6314 gp from our treasury!
We're down to 2091 gp.

We decide to keep looking for the missing people but we have no luck; even more people go missing and we're none the wiser about what's happening to them.

> Have our army patrol the streets at night
> Have our heroes wander the streets at night alone as bait
> Hire a militia to patrol the streets at night (how many people?)
> Forget about it, it's just a bunch of undesirables anyway
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> Work on our constitution
> other?
>>
Rolled 51 (1d100)

>>2347604
send heroes to destroy the thief guild
army patrol streets
>>
>>2347809

It's the year 855 and it's Spring.

We make 2229 gp with our trades and get 5 platemails, we have 45 of those in store now.

Our tax collectors get 6726 gp and we pay 5670 gp to our army, heroes and royal army fund, for a revenue of 1056 gp.

Our treasury is up to 5376 gp.

We decide to put our army to patrol the streets at night! Their combat readiness of our army is reduced from being tired due to so many night shifts, and the population keeps complaining about the brutal treatment that the army men give to suspects of any type of criminal activity, ending up harassing innocent peasants way too often just because they happened to be in the wrong place at the wrong time. Even with the army in the streets a couple more disappearances are reported, but this time seems like we got a witness - a drunken bum who swears he saw two cloaked guys carrying a limp body throughout the roofs of the city houses

We decide to send our heroes to destroy the thieves guild in Cheygrove. One of our heroes, Tamuz the Thief says "This mission is suicidal, we don't have a chance in hell of destroying the thieves guild, even if we succeeded in doing some serious damage that would only leave us as marked men. Strong as any of you believe yourselves to be you still need to eat and sleep, and the assassins and infiltrators of the thieves guild are unmatched in this continent. If you guys are willing to go into this crazy mission I'm quitting this group". Should we send our adventurers to destroy the thieves guild anyway?

What should we do next?
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; macemen, 10gp/year; heavy infantry, 200gp, 10gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, trebuchet 10,000 gp other?)
> Take a census
> Work on our constitution
> other?
>>
>>2347945

The royal army treasury is now at 10800 gp.
>>
Technically you guys "won", you created a kingdom, established a well funded army and now all you need to do is pick your choice of enemies to curbstomp one at a time in order to assert dominance over the continent. Things are going slow now and I have little time during the week since my classes started this week. We can keep going step by step or simply end the thread here and now in a good ending, I write a little epilogue on what happened with the kingdom and our heroes and we start a new civ thread later. What do you guys think? Do you want to continue or to end game now that you're "winning"?

Calling it a night, I'll either continue running tomorrow or write an epilogue to end the thread, depending on what you guys wanna do.
>>
>>2348022
i'm fine with ending it civ early game is more enjoyable, just tell us about the unsolved mystery, the lich and the orcs
>>
>>2348022
Yeah, i'm fine with it ending, seems like it's just slowing down a lot anyways and that just isn't good.

Let's try to go for something a little more exotic next time.
>>
>>2348022
I'm game for a new game
>>2348137
>>2348685
These guys make good points too
>>
>>2348022
i'm a-okay with that. Too many bad decisions that were obviously stupid (opening the god damn tomb after the crown told us about the city-destroying lich in there, initially suggesting separate offensive armies, antagonizing the thieves guild etc.) and it kinda ruined the game imo. Also humans were boring
>>
>>2348137
>>2348685
>>2348836
>>2349071

The kingdom of Trit becomes a major powerhouse in the continent, in less than a decade slaughtering the orcish tribe of Buga and reducing the goblin population in the Suma savannas to such a low level that they're no longer a threat, the army of soldiers with enchanted weapons having managed to kill King Gob himself and his many shaman advisors.
Centaurs from Brine and humans from Caford promptly settled the area where Suma used to be and in decades to come that region became thriving and prosperous too.
Draffin and Wawold, the two necropolis, on the other hand remained thorns on the side of the Tritorians for many decades; tried as they might to defeat the masses of undeads their forces would simple come back again after a few years with increasingly larger numbers. Gamma the Lich himself was never properly defeated for his phylactery was never located, but after exaustive studies of the written records found in the tomb where he was found a ritual was devised to keep him body in a temporal stasis, not living nor dead, and in a particularly difficult campaign lead by Alexander himself, then ruler of Trit, the lich was captured by our army of paladins and submited by Erard and Laoda, then our best wizards, to the ritual who sealed him once again into his tomb.
There has been a small scale war between Khela and Lothlione but with great effort and spenditure of money our diplomats managed to avert an all out war between the elves and dwarves.
The trolls from Golurts were not completely defeated so much as forced to retreat deeper underground; the dwarves from Khela eventually settled the caves around what once was Golurts and the minotarus from Petun built a settlement in that region too to finally get as much iron as they needed for their large scale projects. They turned Petun into a mazecity and lived peacefully with their halfling neighbours for many decades.
>>
>>2349539

The lizardmen from Sinabu had a population explosion and became a huge concern around the time Alexander was in the throne; our armies had to be mobilizes to cull down not only Sinabu and Shurad but three other lizardmen settlements that emmerged around the jungle. Brine centaurs were very pleased that we managed to cull the lizardmen to a manageable population.
The orcs at Gorkil summoned an army of demons and tried to attack our capital on two occasions but were defeated. After a long siege where we used a trebuchet to bring down their walls and defenses our royal army managed to invade the orcish town and kill most of it's inhabittants, the survivors fleeing into the wilderness and scattering into small groups, no longer a threat at a civilization scale. People from Caford were eager to send some settlers to take over the lands that once belonged to the orcs, many immigrants from both the eastern and western continents flooded into the new city.
After decades of research the homunculi from Incognita finally figured out how to create more of their own, a costly and time consuming process; still we created nearly a couple thousand of them, to boost our scholarship and make our kingdom the most technologically advanced in the world.
The mysterious disappearances that happened in our town for several years turned out to be due to a vampire that managed to come into our town with the retinue of Edmur, father of Alexander, who used his thralls to kidnap victims. He disposed of his victims by dumping them in the river after he was done draining all the blood from them. The vampire was routed out and brought to justice by our paladins.
In time we found mana crystals in the desert and used them to power airships invented by the homunculi.
Once this continent was turned from a land of strife into one of peace and prosperity we ventured forth into the old continents to help them out against the undead menace, bringing to bear our expertise garnered from defeating Gamma the Lich and the two necropolis controlled by him. The war was long, we had many losses but in the end we and our allies in the eastern continent managed to prevail over the undead menace, bringing the world to a new era of peace and prosperity.
>>
I'll probably start a new thread on the weekend so we can have a long starting session since I only have 2-3 free hours a day on week days right now. I'll have to run the thread mostly on weekends.

Doubts, suggestions, advices, critics, it's all welcome, bring it on.
>>
>>2349568
Have the buildings, units,resources, items and completed research on a seperate site like a google drive or codeshare or whatever you prefer, also ive followed both of the last two Civs you've ran maybe try to answer more player questions
>>
>>2349568
Having all the stuff in a document like the anon before suggested would be good. What I'd like to add is that I would have found a map even a simple paint one very helpful. Another thing is that I would have liked more control over the battles since those have massive consequences at times. I understand that this would slow down the thread but since you are by far the fastest civ Op I feel like that would be fine. Just quickly draw something up with paint and have us position and command our units, without rolling for outcomes that would massively help the immersion. I'm fine with how you handle heroes though.

Despite those minor criticisms your quests have been very awesome and enjoyable. I'm very much looking forward to the next one (please link it in here)
>>
>>2349568
agree with most people about google docs or pastebin for easier resource tracking. simple region maps also appreciated for better information about surrounding faction, point of interest and more immersion. overall a good quest
>>
>>2355492




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