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File: OP2.png (763 KB, 899x628)
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Last time in Beyond the Pale, a brief war against Natoya ensured your dominance on the Bay of Seals, at least for a little while. Then, religious turmoil spread among your neighbors before finally striking Taelia, leaving several dead, and more injured.

---
>>3232922
You find no evidence of corruption, though it is apparent that the Erodhs are trying to set themselves up in the priesthood again. They also appear to be bickering with the Allos over some matter pertaining to the treasury, but then again, they often squabble.

>>3233197
The sailors who returned from the south make up the leaders of the cult. Those who have made the journey, but do not make up members of the Hilgot expedition, are mid-tier members of the faith. The lowest rung is occupied by those who are faithful, but have not ventured south, often due to the dangers involved with the journey. The religious unrest is directly caused by these cultists, who have been agitating in the chiefdoms of the Lavingi and Hilgot. They are assisted by the same beasts who attacked Taelia, you find, and you bear witness to one such event during your stay in Lavingi territory. You also learn that Hilgot has its own native goddess, the River Queen, and that part of the religious struggle comes from the fact that both the Hollow Man (god of the Lavingi) and the River Queen demand human sacrifice. This new god requires no such thing. Lastly, you hear that the orc nations to the west of the two chiefdoms affected remain undisturbed by this violence.

>>3229658
Give me a second roll please.

At the end of last thread, the vote was undecided, so the year hasn't progressed. Rather than just doing faction projects, let's try to get some votes in, shall we?

---
Year 30
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 8/10
---
Population: 10,250
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3243942
>G. Exploration and Colonization

Explore the strange desert!
>>
>>3243942
>G. Exploration and Colonization
>>
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>>
>>3243942
>F. Technology Research
Tech spam senpai
>>
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>>
>>3243942
F
>>
>>3243942
>F. Technology Research
>>
>>3243942
F. Technology Research
>>
>>3243942
>C. Construction
>>
>>3243942
>D. Military
Raid whoever is closest to us
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Plows
E. Music
F. Astronomy
G. Other
>>
>>3243978
E
>>
>>3243978
>D. Plows
>>
>>3243978
>E. Music
>>
>>3243978
E
>>
>>3243978
>E. Music
>>
>>3243978
B.
>>
>>3243978
>C. Metallurgy
>>
>>3243978
>D. Plows
>>
>>3243978
E. Time to jam
>>
>>3243978
D
>>
>>3243978
B
>>
File: Greek Lyre Player.jpg (137 KB, 800x1165)
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Though certain instruments have been around a long time, and are thought of as being as old as dirt, they have always been very primitive objects: drums, musical bows, etc. However, due to the influx of money from Natoya due to the agreed amount they must pay, the few instrument makers in Taelia have flourished in the past few years, as the rich are willing to spend on novelty items. Luthiers have begun to innovate to sell more of these products off, and as such, several new instruments such as the lyre and harp have been invented.

Regarding the attack of the previous year, the chief remains furious about it. He believes that in a few years time, it will be necessary to assist the chiefdoms also under siege by the cultists, or if the cultists have already triumphed by then, to go to war. His advisors who are against this plan seem to have no influence over him right now; vengeance is the only thing on his mind.
---
Year 30
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 8/10
---
Population: 10,451
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3244036
D.
>>
>>3244036
G send more resources to frontier settlements to encourage more immigration there.
>>
>>3244036
>D. Military
>>
>>3244036
Year 31*
>>
>>3244036
>F. Technology Research
>>
>>3244036
>F. Technology Research
>>
>>3244036
D
>>
>>3244036
>D. Military
the chief demands war, we must gear up
>>
>>3244036
>D. Military
>>
>>3244036
B.
Ceremonial baptism occur whenever someone accepts Esaudh and when a newly couple are married
>>
D has been chosen - what will you work on?

A. Equipment
B. Organization
C. Navy
D. Other
>>
>>3244079
A. Develop combat axes with longer handles, they require less iron to make then swords and have greater range.
>>
>>3244079
>A. Equipment
>>
>>3244079
>A. Equipment
polearms pls
>>
>>3244079
>B. Organization
>>
>>3244079
>B. Organization
>>
>>3244079
B
>>
>>3244079
B. Organization
>>
>>3244079
We would start organizing our army by splitting them to certain roles that they would need to fill. We would have something like "The Wings of Esaudh" which would be groups of lightly armored men that specialize in skirmishes and so on, they would be very quick and what not. Among them, there would be a special unit that would be recruited from the wood-dwelling Taelians with the goal of being basic rangers/stealth boys. Units in the Wings of Esaudh would be called Feathers and the leader of the unit would be Wing Leader or Commander perhaps. The elite core would be the 100 pros we have. The main body of the army would be called "The Beak of Esaudh" and they would have some heavier armor and weapons and do the main amount of fighting.
>>
>>3244108
supporting
>>
>>3244079
A
>>
>>3244097
change


>>3244108

support
>>
>>3244108
This
>>
Give me a set of three rolls.
>>
Rolled 80 (1d100)

>>3244131
>>
Rolled 60 (1d100)

>>3244131
>>
Rolled 62 (1d100)

>>3244131
>>
Rolled 80 (1d100)

>>3244131
>>
File: Ard of Cahach.jpg (502 KB, 1920x2715)
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A second assault by the beasts from the sea is more easily repelled, the inquisitors of the Priests of Esaudh having done their work well. The gates remain closed, and the stone walls stand tall over the creatures, though they do manage to kill a few of those who go out to slay them. A sacrifice, Chief Ard says, that won't be in vain. With the army having split up into several different branches, however, it was expected that there would be a proper battle. However, the chief says otherwise; having reached out to both the chiefdoms currently affected, it has been decided that a fleet of ships, 5 from each nation, will sail south and attempt to end this threat. Though the Lavingi and Hilgot are old enemies, both see this current issue as more important, as support for both chiefs slowly wanes. The people are tired of bloodshed, it seems, even if it means giving up the old ways.
---
Year 32
---
Agriculture: 7/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 10/10
---
Population: 10,656
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
Rolled 28 (1d100)

>>3243942
As requested
>>
>>3244154
>I. Diplomacy and War
South it is then
>>
>>3244154
>I. Diplomacy and War
>>
>>3244154
I Raid south
>>
Rolled 89 (1d100)

>>3244156
In lieu of Mill being here, I'll roll a support roll. It may be a one time thing, though.
>>
>>3244157
This
>>
I. Diplomacy and War
>>
>>3229658
Your search concludes that the mountains here are cursed by some kind of spirit that drives men to cannibalism. It stands taller than the average man, and appears to be humanoid, from the tracks you found. A return in the future will be necessary to kill the beast, as for now you returned home.

---

The chief has decided to take whoever is willing to come with him, and against the advice of all, leaving the Chief's Men at home. He sees the 100-strong group as nothing more than a potential nuisance, who would get in the way of his slaying of the beast. However, he is fine with some men coming, as long as they don't bother him. He does stress the deadly nature of this assignment, though assuring you he will do his best to keep you alive. No promises though.

Who will you send, if anyone?
>>
>>3244185
Fuck it, sending my faction leader's son, buy some decent equipment and send him along to get some experience with travelling.
>>
>>3244185
Goraidh himself will come, he has been blessed by Esaudh and as a member of the Striking Talons it is his duty to destroy any enemies to Esaudh that dare show themselves.
>>
>>3244185
I recommend the Chief bring along the Chiefs men to deal with the cultist fodder so he can focus on slaying their vile master.

Coilean of Samio will join the expedition with 10 clan warriors.
>>
>>3244185
Caeric of the Nimuea shall go along side 2 others
>>
>>3244185
Jumang Nymph and two bodyguards will go, same as during the last expedition. It's rare being able to test volatile fire magic in the field like this, and this is a prime opportunity to do so.
>>
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>>3244185
Pathfinder Adare Saoirse shall join the expedition along with a Shadowsister and a Slave Mage.
>>
>>3244185
I’ll send a priest to act as a healer and a witness to the great deeds being committed here
>>
>>3244185
Jeromiah Flynn will join him
>>
>>3244185
Esedech Jagat shall join
>>
>>3244185
Lach Daetha and some warriors shall go
>>
Roughly 30 people, including the chief, make up those that will be attending to this matter. However, with so many warriors wanting to fight and very few sailors wishing to row into a death trap, a few of you are forced to also act as rowers, though the chief makes sure to join you. Morale is high as you set off towards Lavingi, where all three parties are set to meet...

Give me three rolls, taking the middle.
>>
Rolled 49 (1d100)

>>3244229
>>
Rolled 59 (1d100)

>>3244229
>>
Rolled 28 (1d100)

>>3244229
>>
Rolled 43 (1d100)

>>3244229
>>
Rolled 45 (1d100)

>>3244229
>>
The wind aids you a bit in your travel, guiding you to friendly shores with relative ease. While Neria, where you arrive after a short while, does not seem to be experiencing all that much upheaval, you are told upon arrival that Big Boar Island is in open rebellion. The Hilgotian members of your party, who arrive a few days after, tell you that much the same is happening in their part of the continent, with the small hamlets near Lakeside having begun converting to the frozen faith.

Before you head south due to the arrival of your comrades, the chief allows you all a day of rest. You can wander around, or just chill at your lodgings. He will be with the other chiefs, making sure all the preparations are complete, before you roughly 100 warriors head to complete your mission.
>>
Rolled 49 (1d100)

>>3244308
what else is there to do besides go on a little bit of hunting?
>>
>>3244308
Meet the other warriors and see what theyre like.
>>
Rolled 19 (1d100)

>>3244308
Spend time singing and making merry!
>>
Rolled 61 (1d100)

>>3244308
The Nimuea will mostly just chill and make merry in the tavern...but they will listen for any word or rumor for someone might try too poison the ear of drunk patrons...
>>
Rolled 63 (1d100)

>>3244308
Go fishing.
>>
Rolled 68 (1d100)

>>3244308
Derenthal decides to bake bread for everyone while he waits, might as well make good usage of his time atleast.
>>
Rolled 2 (1d100)

>>3244308
Spend some time practicing my spells in private in preparation for the upcoming battles. Allow my bodyguards to mingle around as well, as they're likely to have their work cut out for them in the coming fights.
>>
Rolled 46 (1d100)

>>3244308

See what plants and seeds there are on the market, then ask question in the tavern about the foe of the south.
>>
Rolled 40 (1d100)

>>3244229
Attempt to befriend the Higtorians, maybe offer a arm wrestling competition to quench their thirst for battle just a bit. Hopefully I'm the end the Flynn Clan makes friends
>>
Rolled 96 (1d100)

>>3244308
HAng out, make friends. Try to enjoy the calm before the storm
>>
>>3244315
>>3244337
You both catch a decent amount, though eating it that day, as supplies prepared by the chiefdoms will be available during the journey.

>>3244326
You get into a bar fight with some locals, who accuse you of harboring ill intentions for the lady of the tavern. You are kicked out, bruised, but not injured per se.

>>3244330
You actually have ill intentions for her, and sleep with her you do. You wake up wondering where you are in the morning, though you are not sure if it is from the sense of alienation in a foreign nation, or the hangover.

>>3244338
A baker is kind enough to let you use his coals, though you have to buy your own ingredients. You bake enough bread for the clan leaders, and then some, distributing it out to the men.

>>3244341
Your bodyguards go missing, and as you search for them, you yourself are accosted by figures in dark navy robes. They accuse you of worshipping a false god, and your right arm is broken during the scuffle. You escape as one of the men produced a wicked looking knife.

>>3244342
The plants and seeds here aren't all that different from Taelia. You get no new info in the tavern as well, but you hear attacks have grown more frequent.

>>3244353
Your offer of armwrestling contests are promptly refused after you accidentally break a table. Not your finest hour.

>>3244385
You have many new friends, but their accents are thick, so you know none of their names. It's okay though. They always buy the drinks, and alcohol is a universal language.

---

Give me three rolls.
>>
Rolled 66 (1d100)

>>3244401
>>
Rolled 62 (1d100)

>>3244401
>>
Rolled 89 (1d100)

>>3244401
>>
Rolled 79 (1d100)

>>3244401
>>
Rolled 14 (1d100)

>>3244401
>>
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>>3244320
The other men are a mixed bunch. The Hilgotians in particular appear to have sent men who have had family members or their livelihoods injured thanks to the cultists. Perhaps that is their way of guaranteeing their loyalty? Their warriors bear throwing axes. The Lavingi are another matter, having sent their strongest and loudest. Their warriors, unlike the Hilgotians, bear large, bronze axes, which they call bearded axes. These are primarily meant for traditional combat, rather than fighting at a distance.

---

You discover in the morning that cultists attacked Neria's shipyard in the early hours that day, but only managed to burn two boats before being caught in the act. However, before they could be captured fully, all but one killed themselves. The sole survivor has remained silent, other than stating what they do is what is natural; "A disobedient slave should be slaughtered like swine."

As you set off, a cold wind blows.

Give me three rolls, taking the worst of three.
>>
Rolled 20 (1d100)

>>3244437
>>
Rolled 91 (1d100)

>>3244437
>>
Rolled 45 (1d100)

>>3244437
>>
Rolled 39 (1d100)

>>3244437
>>
Rolled 38 (1d100)

>>3244437
>>
Rolled 93 (1d100)

>>3244437
>>
File: Arctic Tundra.jpg (77 KB, 560x560)
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Each night, fog drew in, and strange things could be spotted in the sea below. And when the fog peeled away, entire ships went with it. This is how it has gone for two weeks, until you finally reach the island. Not as 13 ships, but 7... or 9? As you beach, it appears that two of the vessels you thought lost arrived here ahead of you.

What will you do? The chief advises setting up camp, and seeing if there is anything to hunt. Death will come for the monster soon enough. His bravado seems less impressive (and less amusing) here.
>>
Rolled 70 (1d100)

>>3244477
expert hunter coming through
>>
>>3244477
Most will make camp and set up fortications while 2 groups go along the coast to scout. Theyll send people back if they find any landmarks or rivers
>>
>>3244488
sure
>>
>>3244477
The fog is the grasp of the spirits, have people scout out while most build up a defensive position. When the fog is coming spread the word and alight our perimeter
>>
>>3244488
good
>>
>>3244477
Make sure the men who arrived first are checked for any signs of possession or trickery.
>>
>>3244493
Supporting
>>
Rolled 81 (1d100)

>>3244477
Go magic hunting, stay safe and be cautious.
>>
>>3244477
Look for anything of interest
>>
Two groups shall be formed, one will go out as a vanguard scouting and hunting. The rest secure the perimeter, the Nimuea will send a pair with the Vanguard
>>
The fortifications are set up a ways in from the beach, preventing attacks from the glacier in the distance and the beach itself, where the monsters may still be lurking. The scouts return around nightfall...

Give me three rolls for what you've discovered.
>>
Rolled 100 (1d100)

>>3244530
>>
Rolled 82 (1d100)

>>3244530
>>
Rolled 62 (1d100)

>>3244530
>>
Rolled 91 (1d100)

>>3244530
>>
The group led by Coilean and Goraidh managed to discover quite a bit while they were out. Following the footprints that led from the abandoned ships, they began moving across the flat tundra, towards the snowy glacier that crested out in the distance. Once there, they happened upon the bodies of the missing; torn apart, the corpses were rearranged to read "turn back." Of course, both men refused to do that, and carried on forward. After about half an hour's journey up the massive pack of ice and snow, a hole appeared in the side of it, one that had not been there before. Walking down and up again, it appears to them, as they relate to you, that it has been hidden from the bottom, and can only be seen once you are very close to it. They've marked the way with what they had on them, and believe that if you move by nightfall, you should be able to strike when the fiend is least expecting it.

The chief is eager, but what about the rest of you?
>>
>>3244609
"Let us find death or glory! This beast must die this day!"
>>
>>3244609
"It might be worth it to attack now before they realize we know the location of their stronghold."
>>
>>3244609
Jedica, of course, was always herr. He says we should express more caution before attacking.
>>
>>3244609
We must strike swift and true aye! But let us be on guard for if others come while we are inside we could be trapped. Be ready with fire for when the fight starts.
>>
>>3244609
"Lets bring the fight to their footsteps, they won't know what hit them!
>>
>>3244609
"Aye, fuck it. In an out I suppose, better than stayin fer days on this blasted foggy icehell of a rock. I'll help what I can with my magics, though my arm may hold me back a bit. Now let's go kill that bloody thing!"
>>
>>3244609
"My spear is yours !"
>>
As you move towards the den of the spirit, the darkness truly engulfs you. But with torches held high, you carry on through the bitter frost, and eventually arrive at the hole told of by your comrades. The chief enters first, and the men of three chiefdoms follow, moving into the hole in the ice.

Unlike what many had thought the beast's cave was to be, the area is wide and expansive, and supported by pillars of ice spanning many meters. The creatures you had only encountered fleetingly previously move about here freely, not even sparing you a glance. And at the center, on a throne of a black material and with broken chains at his feet, sits what can only be the beast itself.

"Welcome, newborns."

A sound of crackling ice accompanies its voice, though under it, a thick layer of contempt makes itself known.

"Would you rather learn from me, or die by my hand?"
>>
>>3244644
"Who are you exactly?"
>>
>>3244644
"Eat shit you monster creating demon!"
>>
>>3244644
“The light of Esaudh shines with us demon; you can not break our spirit. There are no lies you can spew that could stop us on our holy journey”
>>
>>3244644
"Old One why do you seek the deaths of our people? What do you want...and what too you know of Esaudh..."
>>
>>3244644
"Why attack us and our families?"
>>
>>3244644
“What could we learn from a murderer such as yourself? You are evil.”
>>
>>3244644
"Is there a reason why your followers are such arseholes? That just come with the full package of worshippin ya or what?"
>>
>>3244644
“What can you teach us?”
>>
>>3244644
*Runs away*
>>
"I am Arel, the-"

"SHUT UP, ALL OF YOU!"

The voice of Ard resonates throughout the cavern.

"We should have brought fuckin' axes."

With that, sparing not a glance at the men behind him, he charges the thing, and left with no choice, you all follow!

The battle begins with a DC of 70, -10 numbers, -5 experience, -5 morale, +5 terror, +30 weakened Angel.
>>
Rolled 83 (1d100)

>>3244677
>>
Rolled 23 (1d100)

>>3244677
>>
Rolled 88 (1d100)

>>3244677
>>
Rolled 62 (1d100)

>>3244644
>>
Rolled 71 (1d100)

>>3244677

"Surrend--"
>>
Rolled 12 (1d100)

>>3244677
>>
Strangely, the chief's energy is infectious, and as a few men spread out to attack the horrific servants of the thing now known as Arel, the rest of you charge the devil. The thick ice covering every layer of the creature does not seem to slow it down much though, as it keeps up with your assault, and throws in a few attacks of its own. However, your numbers and speed are allowing you to dish out more damage than you are being dealt. The chieftain, true to his word, may just be the man to kill the demon!

The raid continues with a DC of 60, -10 numbers, -5 experience, -5 high morale, +5 terror, +10 monsters, +15 weakened Angel.
>>
Rolled 90 (1d100)

>>3244698
>>
Rolled 100 (1d100)

>>
Rolled 47 (1d100)

>>3244698
>>
Rolled 80 (1d100)

>>3244698
>>
Rolled 7 (1d100)

>>3244698
>>
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Coilean once again proves his skills here, taking his sword and slicing into the devil's heel. He falls to one knee, crying out in pain, where the rest of the warriors are more easily able to attack the demon While Arel also has his own attacks that are easier to use from this level, such as a freezing breath that leaves the chief sidelined at least for the moment, he is left greatly weakened by this assault. His servants cannot help him, dealing with their own struggle, and can only look on as their god seems to be about to fall to mere mortals!

The raid continues with a DC of 45, -10 numbers, -10 Arel, grieviously wounded, -5 experience, -10 high morale, +5 terror, +10 monsters, +15 weakened Angel.
>>
Rolled 10 (1d100)

>>3244725
>>
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Rolled 26 (1d100)

>>3244725

Lighting bolt straight into the monsters face!
>>
Rolled 64 (1d100)

>>3244725
>>
Rolled 40 (1d100)

>>3244725
>>
Rolled 67 (1d100)

>>3244725
>>
Rolled 57 (1d100)

>>3244725
>>
Rolled 29 (1d100)

>>3244725
Go for it’s eyes
>>
Rolled 55 (1d100)

>>3244725
>>
The men are tired, many of them not having slept all day. As there is a noticable change in the tide of combat, this is what you blame it on. Arel grabs a nearby pillar and sweeps, knocking those foolish enough to remain next to him for more than a moment against the wall, crushing them like bugs. It is a bloody reminder that you are not immortal, and that this fight has dire consequences. The frost emitted by the thing is even hurting the chief himself, as his left hand appears frozen solid. However, the spirit of the men is not broken, and a lightning bolt delivered by Goraidh reminds the men what they are fighting for. Not just family, not just nation; but for their faiths, united for one time and one time alone against this threat to all!

You carry on with a DC of 45, -10 numbers, -10 Arel, grieviously wounded, -5 experience, -10 high morale, +5 terror, +10 monsters, +15 weakened Angel.
>>
Rolled 11 (1d100)

>>
Rolled 13 (1d100)

>>3244760
>>
Rolled 55 (1d100)

>>3244760
>>
Rolled 9 (1d100)

>>3244760
>>
Rolled 29 (1d100)

>>3244760
>>
Rolled 43 (1d100)

>>3244760
>>
Rolled 54 (1d100)

>>3244760
Fireball the damned bastard!
>>
Rolled 57 (1d100)

>>3244760
>>
File: Icy cavern.png (628 KB, 786x681)
628 KB
628 KB PNG
As the fight continues, something strange happens to Arel's hand! Slamming it against the wall of the cavern, it cracks, and slowly begins to fall apart, revealing a red hand beneath the ice. From that freed piece of his body, heat begins to radiate, and the cracks begin to flow up through the rest of the ice on him. What's worse, the heat is as bad as the frost being driven from his mouth, resulting in several men receiving grievous burns. As the struggle continues, if he is not stopped soon (and it looks increasingly like he will not be), he may soon be free. While there are only a handful of his servants remaining, it is not them you should be worried about, as your numbers begin to dwindle...

You carry on with a DC of 55, -5 numbers, -10 Arel, grieviously wounded, -5 experience, -10 high morale, +5 terror, +10 monsters, +20 weakened Angel.
>>
Rolled 38 (1d100)

>>
Rolled 91 (1d100)

>>3244815
>>
Rolled 28 (1d100)

>>3244815
>>
Rolled 17 (1d100)

>>3244815
>>
Rolled 74 (1d100)

>>3244815
>>
Rolled 55 (1d100)

>>3244815
Fight fire with fire!
>>
Rolled 94 (1d100)

>>3244815
>>
Though his servants are all gone, the cracks in the ice have spread up to Arel's shoulder, and even worse, they have begun to form on the ice casing his other limbs too. Each assault is being hampered by his control over both flame and frost, which he is generating from both his hands. Men like the Pathfinder can only do so much, as the cohesion of your band of warriors crumbles. Can anyone stand up against the beast before it is too late?

You carry on with a DC of 55, -10 Arel, grieviously wounded, -10 high morale, -5 experience, -5 numbers, +10 monsters, +25 weakened Angel.
>>
Rolled 10 (1d100)

>>3244835
>>
Rolled 57 (1d100)

>>3244835
>>
Rolled 45 (1d100)

>>3244835
>>
Rolled 35 (1d100)

>>3244835
>>
Rolled 90 (1d100)

>>3244835
>>
Rolled 18 (1d100)

>>3244815
>>3244835
>>
Rolled 77 (1d100)

>>3244835
>>
Along with Arel's left hand, his right leg is now free! Where he stomps against the ground, cracks radiate outwards, a strange red fire filling them. Some fall prey to this, and are horrifically burnt by Arel's flame. As the battle continues, it becomes clear that if something is not done immediately, all hope is lost. That is when the chieftain stands up, his hand blackening from the frostbite that threatens to take everything up to his wrist. And, perhaps foolishly, perhaps courageously, he charges forth again, grasping his blade in his other hand!

"FUCK YOU!"

His cry is echoed by you, the last remaining men, as you aim one last time to stop the root of all this madness!

And the battle ends with a DC of 50, -10 Arel, grieviously wounded, -10 high morale, -10 last stand, -5 experience, -5 numbers, +10 monsters, +30 weakened Angel.
>>
Rolled 4 (1d100)

>>
Rolled 82 (1d100)

>>3244870
>>
Rolled 87 (1d100)

>>3244870
>>
Rolled 12 (1d100)

>>3244870
>>
Rolled 15 (1d100)

>>3244870
>>
Rolled 82 (1d100)

Caeric dives forward spear ablaze and tries to shove it onto the monsters throat!
>>
Rolled 6 (1d100)

>>3244870
>>
Rolled 30 (1d100)

>>3244870
>>
Rolled 49 (1d100)

>>
Rolled 49 (1d100)

>>3244870
>>
It is unknown who struck the last blow, for as the cave let out an ominous rumble, Arel indeed stood free. But pockmarking his body were a thousand and one cuts, ensuring the room that had been his prison in life would remain it in death.

"So, nearly, free," he muttered, clutching onto the last standing pillar for support.

But as the cave collapsed, there was no time for talking, or mourning the dead. Those alive could only think of one thing: escape. Home. Warmth. Not heat. But warmth.

Returning to the boats in the grey light of morning, of you, the 100 soldiers sent to fight, little above 25 returned, the chief among them, unconscious, and heavily wounded. Perhaps in the future, you would be seen as heroes, martyrs, or even those sent to be damned. But for now, you were just men, and as the curious sailors poked their heads out of their tents, and rushed to help those of you that they could save, even the bitter cold could not stop you from having a well deserved rest.
>>
Rolled 21 (1d100)

>>3244924
Break off a part of his body before we bail.
>>
Intrigue post for the day.
>>
>>3245024
Clearly answers are needed and all know everyone will ask.

"What and whom was this Arel? Are their other such brings out there? What are their names and do you have a connection too them? Please Esaudh your children need your guidance more than ever in this changing world"

The tribute bring all the hunter has, a family carved bone knife and more art
>>
The defeat of the beast known as Arel is being celebrated across the Bay of Seals, and the few cultists who remain are either abandoning their faith or facing certain death. A few questions remain, however: what was his goal? Why was he chained up there? And what link does he have to the settlements on the continent?

Luckily, Esaudh answers a few of these through the priests. It appears that Arel was one of the oldest beings alive, and held a deepseated belief that mortals are suited to be nothing more than slaves. Your god believes that if he had not been defeated, a chance existed that you would all have been enslaved by he and his followers. In other news, the chief has replaced his now missing hand with a hook, which has been embedded in his flesh via his god-given powers. He seems a changed man, much less self-confident than he was before.
---
Year 33
---
Agriculture: 7/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 10/10
---
Population: 10,865
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3246483
>F. Technology Research
Im glad that american of african descent is dead then.
>>
>>3246483
B
>>
>>3246483
>F. Technology Research
>>
>>3246483
I. Approach the Hilgotians about a mutual defensive alliance and get our chieftain a wife.
>>
>>3246491
Switching to this
>>
>>3246491
Support
>>
>>3246491
Supporting
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Plows
E. Mills
F. Astronomy
G. Other
>>
>>3246513
B
>>
>>3246513
>E. Mills
#MillShill
>>
>>3246513
C
>>
>>3246513
>D. Plows
>>
>>3246513
D
>>
>>3246513
>E. Mills
>>
>>3246513
d
>>
>>3246513
D
>>
A marriage between the daughter of the chief of Hilgot and your own chief takes place in late summer, with the ceremony taking place by the fountain. With this, the defensive pact is secured. It is expected that this will result in increased trade as well, and you are already seeing the results of this in some ways. For example, the introduction of the ard has allowed for farms closer to the mountains to break up the soil more effectively, and is having a noticeable impact on all agriculture within Taelia. However, the stonework of Taelia is also spreading overseas, showing that this cultural exchange is not a one-way event.
---
Year 34
---
Agriculture: 8/10
Resources: 7/10
Food: 7/10
Morale: 9/10
Wealth: 10/10
---
Population: 11,079
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3246558
J. Commune
Deliver tribute too our Lord in thanks for such blessings!
>>
>>3246558
>J. Commune
>>
>>3246558
D.
>>
>>3246558
>J. Commune
>>
>>3246558
C. Construction
Begin a project to help improve homes
>>
>>3246558
C
>>
>>3246558
It is with a heavy heart that the Nimuea reveal that Cuula, First Guardian if the Fountain, Slayer on the purified....has passed away...his vigil ended...
>>
>>3246558
C
>>
>>3246585
F
>>
>>3246558
J
>>
Rolled 1 (1d2)

Rolling, as I only take votes within the first 15.

1 - C
2 - J
>>
C - What will you build?

A. Infrastucture
B. Fortifications
C. Temples
D. Other
>>
>>3246607
>C. Temples
>>
>>3246607
>A. Infrastucture
>>
>>3246607
A
>>
>>3246607
A.
>>
>>3246607
>A
Docks around the islands and up the river
>>
>>3246619
>>3246607
Backing this build a dock near the fountain for pilgrims and a road too fro Taelia too
>>
>>3246607
>A
>>
>>3246619
This
>>
>>3246607
C
>>
>>3246607
A.
Docks
>>
Docks around the nation are built and expanded, ensuring that the flow of goods and people can occur unhindered. However, as this occurs, news comes from Natoya; their chief, who has been embattled since his defeat at your hands, has been killed in an "accident", and his son has risen to power. Due to this, they are no longer paying the reparations, and there is a chance that they will be attacking your ships again in the future.
---
Year 35
---
Agriculture: 8/10
Resources: 6/10
Food: 7/10
Morale: 9/10
Wealth: 8/10
---
Population: 11,296
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3246646
>F. Technology Research
Ships.

Also have our boats be ready for battle
>>
>>3246646
I. Diplomacy and War
Standard rules apply, if you don't pay we go and take it ourselves
>>
>>3246652
This
>>
>>3246646
D.
>>
>>3246652
Supp
>>
>>3246652
Support
>>
>>3246652
>>3246646
Backing
>>
>>3246652
Subborto
>>
>>3246652
Support
>>
With the new docks in place, shipwrights have begun to create designs which are similar to Natoyan ships, containing 30-oars. You have yet to build any of this new style of galley, but what ships you do have are prepared for war. At the same time, Natoya appears to be in the process of rebuilding their own navy, which now appears to be fifteen ships strong as well.

In other news, it appears that the Lavingi have formed an alliance with a foreign nation called Escrea, one of their trading partners to the west. Disgustingly, it is a nation of orcs.
---
Year 36
---
Agriculture: 8/10
Resources: 6/10
Food: 8/10
Morale: 9/10
Wealth: 8/10
---
Population: 11,518
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3246707
Forgot the picture.
>>
>>3246707
>D. Military
Update our shipperinos.
>>
>>3246707
D. Military
>>
>>3246707
>>3246714
Backing update and expand
>>
>>3246714
>>
>>3246714
We concur
>>
>>3246707
D. Military
>>
One day, as the new ships are built, something approaches on the horizon... ships, and they appear to be from Natoya!

Give me three rolls!
>>
Rolled 35 (1d100)

>>3246739
>>
Rolled 90 (1d100)

>>3246739
>>
Rolled 19 (1d100)

>>3246739
>>
The Natoyans struck as you once had on their port, burning what they could and using some strange prolonged bow to bash the vessels in the harbor! Before long, slingmen and archers were present, and the enemy were seen off around late afternoon, but most of the ships are now beyond repair or sunk. Only 6 are untouched, and 4 salvageable.

That evening, the chief seeks the wisdom of various community leaders on what to do now.

What do you suggest?
>>
>>3246758
Call the Hilgotians, make more boats and crush the Swampfuckers.
>>
>>3246758
start rebuilding our navy, but do it secretly in the river, to protect against another First strike
>>
>>3246758
"None should be left alive. Rip them out root and stem."
>>
>>3246758
Salvage the ships. Seek an audience with our new allies about sea warfare against natoya. Then perhaps raid them from the land taking out their mines and towns outside the swamps.

We need more ships and seaborne Allies immediately
>>
>>3246758
Salvage what we can and prep for vengeance, they know we will come this I propose we use some smaller faster ships to prove the enemy none stop, tire them out by having too constantly patrol more and more but not only that it will mean when we truly attack they might be closer too react thinking it's yet another faint
>>
>>3246758
Rebuild our navy and call the Hilgotians
>>
>>3246774
>>3246758
>>3246768
Backing these guys
>>
>>3246758
>>3246766
>>3246768
>>3246774
This
>>
After roughly two weeks, your envoy returns with a response from Hilgot; they can help, but they need some in return. This is because, allying with Natoya, the Lavingi and Escreans have declared war on Hilgot.

What ships can be saved, have been. It is late spring now, and while building up the navy could be a boon, fighting during the colder seasons would be difficult. However, morale is high, many seeing this as another chance to crush your unruly neighbor.

What will you do?
>>
>>3246866
We should stick the northern settlements of the Natoya and burn everything not within the swamp. Our boats move in after as their people are spread thin and burn their docks trapping then in the swamps and we can keep an eye on them then we send some forces too aid our allies as we sweep across
>>
>>3246866
Lead a land attack at them during the dawn after sending in people at night to set ships alight or sabotage the northern defences.

Show ships moving toward natoya to any smaller natoyan settlements on the way to the main town. Then slow to a crawl to allow the villagers to warn the main town
>>
>>3246866
>>3246888

Backing
>>
>>3246878
Thissu
>>
>>3246888
A soild plan
>>
>>3246878
Supporting
>>
>>3246888
Support
>>
>>3246878
This
>>
>>3246888
Sure
>>
>>3246888
Switching to this
>>
Rolled 2 (1d2)

A land attack is agreed upon, with most wishing to send boats up the river to attack the north and encircle the Natoyans. A few ships will also be sent to "attack" Natoya, moving slowly and allowing for themselves to be captured while the army moves south and takes the city. An ambitious plan to be sure, but the chief believes Raendh's idea is the best chance you have.

Give me three rolls.
>>
Rolled 17 (1d100)

>>3246972
>>
Rolled 10 (1d100)

>>3246972
>>
Rolled 63 (1d100)

>>3246972
>>
Rolled 68 (1d100)

>>3246972
>>
Rolled 13 (1d100)

>>3246972
>>
The chief leaves Jangodh Raendh in charge of the fleet for now, stating that if he were to be killed it would have dire consequences for Taelia. Those who think of this as cowardly wisely keep their mouths shut.

A week later, your ships set off. The start of summer is approaching, and the weather is calm, allowing you to reach Natoya with ease. And yet, though your ships somehow manage to avoid being caught by the enemy's fleet, as you move up the river during the night, you spot a small settlement. Unfortunately for you, they spot you too. No doubt they will send messengers to the city, which is only a day away. As you reach the swamp right beside the settlement, you need to make a decision, and fast. Will you back out and attempt to escape while you can, or continue onwards? Perhaps even raid the settlement?

What will you do?
>>
>>3246999
Raid the settlement before it's too late
>>
>>3246999
Sail up
>>
>>3246999
Sail up
>>
>>3246999
Sail down
>>
>>3246999
Sail Up
>>
>>3246999
Retreat now
>>
>>3246999
Sail up
>>
File: unknown.png (9 KB, 233x191)
9 KB
9 KB PNG
Rather than backing out, Jangodh decides that it is best to follow through with the plan. Continuing on up the river, you reach the point marked by dawn, near some small settlements and the Natoyan iron mine, which is fortified. Some men are waiting for you, brandishing farmtools, but they are easily taken care of as your men begin to pour out of the twelve ships you brought and onto the shoreline!

Give me three rolls for the raids, taking the best!
>>
Rolled 48 (1d100)

>>3247039
>>
Rolled 25 (1d100)

>>3247039
>>
Rolled 63 (1d100)

>>3247039
>>
Rolled 19 (1d100)

>>3247039
>>
File: aa].jpg (91 KB, 1200x900)
91 KB
91 KB JPG
You take what you can and burn what you can't, killing any who stand in your way. The iron mine's defenses are relatively easily taken care of, though you find little of substance within. However, now you have to prepare; it is likely that the city proper has found out about this attack, and will be preparing to counter you.

What will you do?
>>
>>3247052
Flee.
>>
>>3247052
Rather than immediately striking. We should send in agents acting as natoyan peasants fleeing from our raiders. Once in they will wait a few days and we will strike on an arranged night with the agents helping sabotaging a gatehouse when firing an fire arrow in the sky to signal to men brought over the land to flood the city
>>
>>3247052
I say we collapse the mine and flee
>>
>>3247067
Support
>>
>>3247063
Supporting
>>
>>3247052
>>3247063
backing
>>
Give me three rolls for this trick!
>>
Rolled 75 (1d100)

>>3247083
>>
Rolled 96 (1d100)

>>3247083
>>
Rolled 38 (1d100)

>>3247083
>>
A few days later, with your army having moved a little further south in order to see when the arrow will be fired, you see a flame fly into the sky! However, as you begin to march, some of your men find something on the edge of the forest: the dead bodies of the men meant to have fired the arrow...

What will you do?
>>
>>3247096
.
>>
>>3247096
“Battle formations it’s a trap!”
>>
>>3247096
Flee
>>
>>3247096
just go home
>>
Give me three rolls as the order to fall back is called...
>>
Rolled 83 (1d100)

>>3247106
>>
Rolled 85 (1d100)

>>3247106
>>
Rolled 84 (1d100)

>>3247106
>>
>>3247106
Collapse their mines and destroy their villages on our way home
>>
As you move backwards, attempting to get to the ships, you hear rustling from the woods. Natoyans emerge with weapon in hand, and begin to charge at you! As you flee, it is only through luck that so few of you fall, but as you reach the boats, you discover something else:

The enemy's fleet is already on its way up the river.

(SESSION END FOR THE DAY)
>>
The Enemy has us surrounded it seems, we must escape but our options are massively limited. I have an idea but its dangerous, very dangerous and risky.

We are upstream of the enemy at this point in time they are moving against the current and in this river movement and manoeuvrability is limited what we do is load our men onto the ships but a few of our ships at the front of our escape shall be set alight and rammed at the enemy fleet! In this narrow river their numbers will work against them and the speed we will have the advantage of due to us moving with the current will send the burning vessels right into them and set their own fleet ablaze! The only way they could escape at this rate is that if there are either

A) Not actually that many of them moving up river in which case we slip past them behind the burning ships like a ram!
or
B) They themselves retreat out into the ocean which will give us a chance too escape as they flee to escape the burning vessels!

The fact there will be more of us per boat now will also increase our rowing speed! If they choose to try to face off agains tus the burning ships will slam into them and their own burning vessels will be washed with the current down into the rest of their fleet!

Naturally I'd love too hear other ideas
>>
The Natoyans are behind you, and your fleet on the river appear to be only a few hours away. While most of your men survive still, you have very little routes of escape, and a decision will have to be made very quickly as to how Raendh and the men he leads are going to get out of this predicament.

What will you do?
>Take the boats as far up the mountains as they can go, then attempt to flee through there and return home
>Go by land to the mountains and escape
>The Nimuean plan
>Surrender
>Other
>>
>>3267942
>Go by land to the mountains and escape
>>
>>3267942
>Take the boats as far up the mountains as they can go, then attempt to flee through there and return home
>>
>>3267942
>The Nimuean plan
>>
>>3267942
>The Nimuean plan

dump the loot if it can help us fleeing faster.
>>
>>3267942
Take the boats as far up the mountains as they can go, then attempt to flee through there and return home

Warn everyone if the hostile spirits likely present
>>
>>3267942
>Take the boats as far up the mountains as they can go, then attempt to flee through there and return home
>>
As you board the boats and cut the ropes that keep you attached to the mainland, the Natoyans are hot on your heels! Can you escape without succumbing entirely?

Give me three rolls.
>>
Rolled 4 (1d100)

>>3267984
>>
Rolled 58 (1d100)

>>3267984
>>
Rolled 91 (1d100)

>>3267984
>>
Rolled 31 (1d100)

>>3267984
"Let it be known I don't like this plan"
>>
Rolled 24 (1d100)

>>3267984
>>
Before all men can board the boats, many are killed and captured on the shoreline of the river by the pursuing Natoyans. Knowing that the prisoners would likely be butchered unless he surrendered, Jangodh had no choice but to do so.

At home, as he heard the news, the chief similarly had to submit. In return for the surviving men, he agreed to pay back half of what the chiefdom had gained in terms of wealth over a period of 10 years. With the old pact being overwritten by this, the Natoyans once again establish their firm grip on the Bay of Seals.
---
Year 37
---
Agriculture: 8/10
Resources: 6/10
Food: 8/10
Morale: 5/10
Wealth: 6/10
---
Population: 11,432
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3268050
G encourage emigration to frontier settlements and help develop the ones that already exist
>>
>>3268055
Supporting
>>
>>3268050
F
>>
>>3268050
B. Culture
A music festival is created and hosted every end of the year to bring the nation together. It will have a wide variety of foods and activities that begins as soon as the sun begins to set.
>>
>>3268055
support
>>
>>3268055
The chief vetoes this, pointing out that such a project would require monetary incentives that the chiefdom certainly can't hand out right now.
>>
>>3268061
Support this
>>
>>3268074
B. Culture
A music festival is created and hosted every end of the year to bring the nation together. It will have a wide variety of foods and activities that begins as soon as the sun begins to set.
>>
>>3268074
>F. Technology Research
>>
>>3268074
F
>>
>>3268080
Supporting
>>
>>3268074
Switching to f
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Fishing
E. Mills
F. Astronomy
G. Other
>>
>>3268102
E. Mills
>>
Astronomy
>>
>>3268102
E
>>
>>3268102
E
>>
>>3268102
E.
>>
A few of a certain type of oddity have sprung up along the river. It is called a mill. Introduced via trade from Freland, the concept is simple really—the wheel spins as water passes by it, and using something called a gear, that can be used to grind grains. In Freland, its origin came from a different type of mechanism used for irrigation, called a noria. Either way, this oddity is being used by only the largest farms to grind their grain, though it may catch on in time.
---
Year 38
---
Agriculture: 8/10
Resources: 6/10
Food: 8/10
Morale: 6/10
Wealth: 5/10
---
Population: 11,599
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3268138
C
Build a port wall for the capital city so it isn’t as vulnerable next time.
>>
>>3268141
I concur
>>
>>3268138
>>3268141
Support
>>
>>3268141
support
>>
Despite the cost of this project, one which the Erodhs protest against, the chief insists on going through with this project. The Allos support him on this, a rare point of unity among the bickering of the three families. However, the source of the funding is some cause for protest for those it's being taken from. That is, extra taxes have been put on the Raendh family, which the chief is referring to as "blood money" for the men who died during the war.
---
Year 39
---
Agriculture: 7/10
Resources: 4/10
Food: 7/10
Morale: 7/10
Wealth: 4/10
---
Population: 11,769
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3268164
F.
>>
>>3268164
F. Technology Research
>>
>>3268164
H Insitute a tariff to help us regain our wealth
>>
>>3268164
B. Culture
A mass pilgrimage to the mountain to pray and give offerings will be set every 2 years
>>
>>3268164
Changing to this

C. Construction
Expand our mines too increase income from the metals but also give us more stone!
>>
>>3268164
>F. Technology Research
>>
>>3268164
F
>>
>>3268172
support
>>
>>3268188
Changing to this
>>
The war between Hilgot and its enemies Escrea and the Lavingi has finally come to an end as well. A war which saw most male Hilgotians die in defense of their land, the orcs were ineffective, but the Lavingi proved highly effective. Taking over Riverside in a bloody campaign, they gained the fear and awe of the public there, and isolated Ceria. Then, they did something unexpected: instead of sieging the island city, they found the River Queen, and killed her. Her robe was used as the banner of the sieging forces as the city finally fell, now completely conquered by the Lavingi, though with some orc presence as well.
---
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Fishing
E. Astronomy
F. Other
>>
>>3268223
D
>>
>>3268223
>D. Fishing
>>
>>3268223
D
>>
>>3268223
A
>>
>>3268223
A
>>
>>3268223
>A. Pottery
>>
>>3268223
Switching to A
>>
>>3268223
A - always useful
>>
Further innovations allow your pottery to become intricate and complex, in both design and shape. In other news, while Natoyan vessels do not come close to your coast as the seawall finishes construction, their interference in your trading still occurs. However, they appear no fan of the Lavingi or the orcs, similar to yourselves. Chief Ard has been heard openly suggesting, in something seen as tantamount to blasphemy by some, that perhaps an alliance is needed in order to take the westerners (and the filthy orcs) down a peg.
---
Year 40
---
Agriculture: 7/10
Resources: 4/10
Food: 7/10
Morale: 7/10
Wealth: 3/10
---
Population: 11,941
Government: Hereditary Chiefdom
Military: Basic Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture II, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood, Basic Music
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3268243
D. Develop new weapons
>>
>>3268243
H Tarrif to increase wealth
>>
>>3268243
F. Technology Research
>>
Intrigue post, as it's the end of the session for the night. That should be twelve ships, not fifteen, as well.
>>
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Rolled 51 (1d100)

>>3268243
In the past decade the trade settlement of Archstone has seen intense development by the Torchbearers. Situated in the safe zone around half way to Freland for the purpose of creating a spot for the merchants of both nations to converge. However with the intense repression of the lower classes in Freland the trade post has expanded into a full town. The Torchbearers have offered incentives to all who would settle there with them increasing the more of a valuable skill the person possess. A key to this safety provided against the establishment in Freland is the use of Shadowsisters to find and eliminate any priests that attempt to take any actions within the town.

The town itself will designed with on the largest hill in the safe zone with the Torchbearer’s Hall at the top along with the houses of the most affluent citizens and an outer district for the general population along with a great market for the trade of goods. Any previous ruins in the area that can be restored will be with focus on old waterworks and mines.
>>
>>3268243
D
>>
Rolled 13 (1d100)

>>3268243
In response to the earlier education system’s failures, the Priests have decided to use their new found prestige to despell the bad reputation and to insitute seasonal seamsters so that anyone can attend. This as well as an expansion of the curriculum should hopefully make for a better system over all.
>>
Rolled 71 (1d100)

>>3268243
D

Faction Project: The Saldos wish to branch out, and they will begin to branch out into fishing. Fish has long been a part of the Taelian Diet, and expanding into the fishing industry will surely gain both revenue, and skill in the seas. We will use cash to buy fishing boats and learn how to fish efficiently.

Assets:
A compound/housing in the Northern settlement where our hunters are based out of
A Boarhound herd (slowly expanding and domesticating them into Boarhounds. Boarhounds are growing larger.)
Hunters
Bighorn Sheep Herd
>>
Rolled 9 (1d100)

>Faction protect: Life of the Wild
The Nimuea have come up with some theories of how to animate the natural world like spirits themselves, the make fire dance as if alive and earth too walk...using all assets at their disposal and the tools developed the decade before they continue this research. Hopefully with the work done before, the assets uncovered and such their proof of concept can be produced proper with the Clans full support! With so much prep work done only time will tell results

…................................

>Faction Name
Clan Nimuea

>Assets
Hunting supplies/Tents
Animals [Boarhounds, Dogs, Guinea Pigs]
Starstone Isle Wardenship [Starstone Mine and Settlements]
Rune Stones and Ritual Chains
Professional soft metal Smiths
Several Tablets of the Spirits
Lots of Cash
>>
>>3268265
Forgot assets

Assets: A missionary headquarters
A few missionaries
Scrolls on ancient history and the religion of our people
Esaudh’s Legion (Militiamen who guard church operations and watch for heresy)
Several frontier settlements
School program no one attends
Prestige from hunting heretics
State funded inquisition
>>
Rolled 46 (1d100)

>>3268243
I. Diplomacy
Discuss about a temporary alliance against the western menace, to set aside each other's differences to tackle a bigger issue.

FP: Clan Flynn create drums and make it a staple within their clan. A specific group called The Echothunks is taught how to master the big instrumemt to synchronize beat and power, to create a intimidating effect. The Echothunks will participate in the strengthening rituals, festivals, and help motivate more production in logging camps.
>>
>>3268255
Faction Name: The Torch Bearers
Description: A loose group of explorers, merchants and adventurers united under the vision of the first Pathfinder Ailen Curstag. Members of the Torch Bearers often act as delivery men of both goods and mail within the settlements of Taelia or dealing with the rather dangerous trade with the Natoyans.

Wardenships:
-Archstone
-Coasthugger

Assets:
-Trade Ships
-Boarbeast Pack Animals
-Simple Delivery Network
-Iron Mine on Coasthugger
-Trading Post at Archstone
-Protected Trade Route from Taelia to Freland
-Town of Archstone

Treasure:
-Infinite Flask
-Wind Whip
-Broken Archstone

Trade Routes:
-Freland
-Hilgotish
-Natoya
-Lavingi

Investments:
-Leredh Clan
-Samio Clan
-Priests of Esaudh
-Tulide Family

Agreements:
-Guards from the Tulide family
>>
Rolled 78 (1d100)

>>3268243
After taking control of lands of the north the Jagats can finally say they are like the old famliys of Taelia. But they want something more, Esedech orders to build a village near the river at the center of their lands. It will be name Worm Hill and from here the Jagats will organize far better the selling of their products and the preparations for colonize more parts of the north wildlands.
>>
>>3268270
Forgot to add
Boarbeast Pack Animals
Land Trade routes between Taelia and the Northern Settlements
>>
Rolled 31 (1d100)

>>3268243
Faction project: my clan will and our allies will establish more farms around the fertile spots of the river to help drive expansion north.

Faction:Clan of samio.
Assets: farms, warriors, mint, ogre warrior ring.
>>
Rolled 97 (1d100)

>>3268243
>Faction Assets
Monastery on the plains
Bison herds across the plains


>Faction Project
Spend time increasing the wealth of knowledge held within the Monastery’s libraries, collecting scrolls and tablets of much information or knowledge that can be found across Taelia, mundane or magical.


H bote
>>
>>3268292
Assets:
- Experienced wood carvers
- Timber and wood carving shops
- Compound/housing on the edge of town
- Powerlifting Clan
- Strenghtening Ritual

Deals
- Shipbuilding and wooden goods agreement with Gunardhson Clan
- Invested in Priests of Esaudh's frontiers
-
>>
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706 KB PNG
Rolled 71 (1d100)

Clan Rodhar's assets up to this point:
-Homes on the outskirts of Taelia
-A forester's camp in the nearby woods
-Capable hunters, lumberjacks, scouts
-Trophies of the great bear hunt
-Prestige and might


Faction Project: Revengeance
"This isn't over - not until I say it is"
"Stop it, Aingwas, your clan needs you here, not out there throwing your life away with all the rest!"
"If I'm not over there, hunting the beast, I may as well have died already! I will not be a hunter denied his prey, woman. Our son's old enough already - should I not return, he'll be strong enough to contest the others - and if he's not strong enough to win, he'll just have to get better with time."

No copper, no tin, no bronze, no iron. No companions. Fire, blood, stone and stick are all I need - the souls of all my lost comrades are with me, their blood flows in my veins. I will have my vengeance or I will have death - nothing more, nothing less! Hunt the Purified again - no mercy, no respite!
>>
>>3268295


Assets
-farms in the north.
-boarhounds used in fields
-some freland dogs
-some freland guinea pigs
-decorated homes.


Deals
-some guards of the Tulide family
>>
Rolled 83 (1d100)

>>3268254
Intrigue: gather more info about what’s happening in Hilgot now that the inasvion is over
>>
Rolled 52 (1d100)

>>3268254
Intrigue:

In each of our homes and farms, we will build outside them small wood fences for your dogs and inside them a dedicate small space for guinea pigs.


In the future when their numbers will grow enough, we will start to sell them to our south brothers.
>>
Rolled 18 (1d100)

>>3268243
>F. Technology Research
Faction Project: If the problem members have is being unable to keep up with the rigorous training requirments they will need to wind alternate ways to increasw their strenght. A lesser ritual of strenghtening already exists but the Talons will work in creating one that wouls be able to give someone even more power and strenght, and perhaps for longer amounts of time too.
>>
Rolled 75 (1d100)

>>3268243
Faction Project: Construct shipyards on Fulagam so that we may produce our own ships. If possible, also try to streamline the ship building process as much as possible.

Assets
- Wardenship of Fulagam
- 50% of the gold mine
- Ships
- Experienced sailers
>>
Rolled 29 (1d100)

>>3268243
FP: Sad! the competition deciding to use our goodwill against us! utterly rude, Try to enlighten the people that we are infact the better choice, but just incase hire more guards. And then start helping the poor again and expand.

Also try to innovate bread making with the use of fire magic.

Assets:
Bread-making skills
3 Breadhouses
Guards
Good fire magic
>>
Rolled 61, 77 = 138 (2d100)

>>3268243
>I. Diplomacy
Offer a defensive alliance to help form a blockade against the western menace. It's unlikely that we'd be able to make a notable offensive with our current debt level, but a defensive alliance will ensure that aggressive slip ups don't occur and that we don't get raped by BOC as a result.

FP: With the current depression that the entire area is likely going through due to the current massive amount of debt that the government is in there's likely a lot of people that would desire a place to store their savings and that they'll know won't likely lose it all in the process. To fill this gap, the Hearth Lodge Club will open up other banks with the same strict levels of security in towns and cities all throughout the nation. They'll all be connected to the main Lodge bank, of course, but hopefully this expansion of the Club's services will help to fulfill the needs of the people.

Assets:
- Craftsman focused club membership program
- Bank
- Many hired guards
- Decent sized number of club members
- A powerful fire mage
>>3268254

Intrigue: With the government being in such a poor monatary situation, the HLC would love to help! Offering to help bail out and pay off some of the current government's debt in return for official vocal support and helping to increase awareness of the club's openness and the many services we provide.

First dice is for the FP, second is for the Intrigue
>>
Rolled 9 (1d100)

>>3268243
Intrigue: With the help of clan Dumtha and Nymph they set out to hunt the strange creature of the lake with traps and lures.
>>
>>3268255
The rate of growth within the town is smaller than you imagine. Those from Freland who do arrive speak of their priests compelling some migrants to stay home. However, Archstone does begin to grow from settlement to village as money flowing in from the Torchbearers even compels some Taelish to settle there. Based around the strange, stone gate found in the agreed meeting spot between Frelander and Taelish merchants, homes and the market do indeed ring the hill on which it is located. Frelander priests do not appear to interfere in the settlement, but residents arriving at the tail end of the decade do tell of increasing tension at home over this migration. There may even be a chance of the king getting involved, or so rumors say.

>>3268265
Your reputation remains poor, as rumors swirl around your practices. While the chief is faithful to Esaudh, in the past decade or so, religious tolerance has increased. This is in part attributed to the uncovering of the fact that many of the ancestors of your people came south more due to a want of religious freedom than anything else. Your education system, similarly, remains lacking, and the average person is unable to attend, despite your attempts at instituting this semester-based plan.

>>3268270
(Dubs bonus)
While it would perhaps be easier to fish on the rivers locally, you establish small ports and fish out there, selling in the capital and to the southern mines. As such, you gain a small connection with the Allos, on top of expanding into another industry, and gaining experience, all of which goes very well.

>>3268287
Your research is fruitless by the end of the decade, leaving many of your men frustrated, and wishing to pursue a different angle of study.

>>3268292
Your drumming is formed, and while they may irritate some in the camps, they certainly do grow in skill, easily working as an effective group.

>>3268295
Worm Hill is established along the river, the fruit of many years of hard labor and work. However, all in all, you are rewarded; men flock to it to transport their goods, making you a major player in trade in the north, and causing the Saldos to lose their monopoly. It also provides a gateway to the north...

>>3268306
Though you establish more farms, nothing particular of note happens as you do so. A boring decade, marked only by farming.

>>3268311
Your library ends up growing massively by the end of the decade, as the respect you are treated with grows after the Arelian Conflict. Much of the knowledge known about the old civilization you also have stored away, along with magical knowledge. As such, even more than the Erodhs, your faction has become known as holders of the most knowledge within the chiefdom, and you have gained the ear of the chief.

>>3268325
Within the decade, the monstrous Purified is finally slain at your hands, along with a host of other beasts within the woods. You have reclaimed your name as conquerors of the woods, and now, as slayer of the Purified!
>>
>>3268376
With the end of the war, most Hilgotians are staying in their native lands and accepting their fate. With their god dead, what else is there to do than convert? That seems to be the philosophy of most of those you speak to. Hilgotian women also seem to be marrying Lavingi men, due to so many men having died.

>>3268419
The fences are put up, and your dog and guinea pig populations slowly begin to grow.

>>3268691
Unfortunately, by the end of the decade, your research is unfinished, though it provides a start if you decide to look into this again. For now, however, the older members are forced to only act as advisors.

>>3268711
Though small, your shipyards are successfully built, and are second only to the capital, at least within the nation. You also manage to streamline the process of building ships decently enough.

>>3268812
...You had not considered the idea that your guards would be corrupt, but indeed, that appears to be the case, as your stores are vandalized despite your hirings. You also find that you are not able to control temperature as well with fire magic. It is not only inefficient, but hard to control, occasionally lighting bread on fire.

>>3268853
Your expansion goes well, though it remains isolated to Taelia and Archstone. That is to say, profits increase, and there have been no further robbery attempts.

(That intrigue shouldn't be rolled for, as you're just interacting with an NPC, and they're going to give you the same answer despite your roll.)

The government ignores your attempt at interfering with the treasury.

>>3268882
You capture one dead beast, and return home with only a few men alive.
>>
Rolled 18 (1d100)

>>3269033
Take on the Ogre while the Echothunks musically support him
>>
>>3268243
H. Trade
We need to find something too produce more income we're fast becoming broke.

Whatever the case the Nimuea will provide donations to trades too keep things turning for the moment
>>
Rolled 63 (1d100)

>>3268243
Faction Project: Set up a mercenary group and attract soldiers and veterans alike. Take contracts to earn money and expand and pay tax.
>>
Rolled 13 (1d100)

>>3268243
KIDN
>>
Rolled 52 (1d100)

>>3268255
>>3268243
>>3268293
F

FP Hearing the Plans of their friends and long term business partners the Torc Bearers, The Family prepares for further expansion to the north building a small garrison as close to the central hill as possible as well as sending money and family members north as well. They will as train and work along side with the shadow sisters to be more effective against the strange priests



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