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File: Urizen.jpg (98 KB, 640x960)
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You couldn't gauge whether the old man was lying or telling the truth, but you promised him a swift death if it was the former, and he didn't exactly seem like the patriotic martyr type to you. You got your men ready and set off to the red dunes for money and glory, with the first task is getting away from any search parties or scouts in the vicinity. You decided to only travel at night, and travel you did: your men were built for this kind of thing, and their moral did not change when they reached the endless red expanse. You knew that traveling at night was step one in trecking through the desert, and it really didn't change the pace that you were going at already.
After a few days of walking through the scorched earth, small waster tribes started to ask to join, as they heard of a great leader, and that he was Mashuk in human form. You graciously accepted the rabble, and made Rathadu their commander, as they would need to be seperated from the more elite raiders. After a whole week of folling the path to the flats, the men were getting anxious, and some thought they had better idea's than just walking into no-mans-land; you had to deal with these insobordinates before they damage or even break the moral of the men.
>Make yourself known as ruthless
>Make yourself known as merciful
>Make yourself known as a silver-tongue
>Make yourself known as a true warrior at heart

Roll 1d100
>>
Rolled 50 (1d100)

>>3376032
>make yourself know as a true warrior
If we are going to claim the title of Waste King it cant be won just through cruelty or speaking. We need to show WHY we are an inspiration.
>>
Rolled 1 (1d100)

>>3376032
>Make yourself known as a true warrior at heart
>Make yourself known as a wise man(?)
>>
>>3376238
What the fuck
>>
>>3376235
>>3376245
>>3376238
Going with the nat 1

You find out the identity of the men who qualm with your ideas, and you gather all the people to watch your judgement. There are twelve of them in total, and all of them scared. You look to your people and say ”is this who we are? A bunch of quarrelsome lowlifes who scavenge off others? I am no scavenger; I knew the day that my people were killed and my tribe ripped from the pages of history that I would be filth no more: I am a warrior, and warriors share no meals or feasts with the likes of snivelling black-tongued boot-lickers. I kill the people in the way of my destiny; tell me, are you?”
Eight of the men chose to run instead of fight you, and in turn, were stripped of all possessions and were let loose to wander the desert naked. You now stood surrounded by your men, and facing a four men (being outnumbered is going to be commonplace, may as well get used to it). You threw down your spear, mask and armor, only left with your Spearswors and a thin tunic. You let out your war-cry and cut through the men like a knife through butter. When the combat was over, you got to your knees and looked up at the sky, as it began to rain in the desert, in the middle of summer, as soon as the battle was over. The people were now convinced that you were Mashuk in the flesh, and were now willing to die for the right to fight by your side.
The next few days of travelling were much faster and easier with the high moral, with even the weakest marauders pulling their weight. More tribes joined your ranks and your retinue expanded all the more. Now that you had gotten close enough to The Flats to see it, it was now time for a plan of attack:
>Try to coax the military out of the town and deal with them in the dunes, and the less trained wasters go in and do a quick raid of the town
>go in guns blazing, before they could even think about mounting a defence
>Coax the military out of the town, but fight with your full force
>Write in
You've got 100 Rattle-Tail elite javelineers, and 140 waster rabble
Roll 1d100

+True champion of Mashuk+
+Warlord status obtained+
+Great moral in and out of combat+
>>
Rolled 73 (1d100)

>>3376343
>Write in
Coax out the military forces and take them on a chase while a small forcegoes in to sabotage the enemy forces by poisoning the water and stealing/breaking their spare weapons.
>>
Rolled 93 (1d100)

>Coax the military into the Dunes and fight them with your full force.
No raiding party. Slay the guard dogs they send at us and then they will be easy pickings afterwards. The looting can come after the killing. Lure them out and slaughter them in the sand. Slay the Steer so we can devour the calves.
>>
Rolled 33 (1d100)

>>3376415
This.
>>
Rolled 1 (1d100)

>>3376415
Ditto
>>
>>3378629
Another nat 1
>>
>>3378636
Yeah, it’s crazy
>>
>>3376415
>>3376451
>>3377155
>>3378629
>>3378636
>>3378652
I'm not even going to roll for their retaliation, considering that a nat 1 is kinda hard to beat.

You split up your men, with the Rattle-Tails at the command of Rathadu, and you in command of the rabble. Rathadu positioned his men just within the sight of the guards and patrolmen of The Flats, making them muster up their forces to try to take out the nuisance. Three hundred men were mustered, and their task was clear: take out the raiders before they got any ideas. The Raiders threw their javelins, not at the exposed parts of the attackers; but their shields instead (at the behest of Urizen), getting the bent weapons stuck in the shields forced them to drop their defenses, and pursue with just their weapons. The javelin pot-shots continued until the town was not visible and the guards were climbing up a large dune with damaged morale. Then the Rattle-Tails let loose two more volleys of javelins at the defenseless soldiers, and charged with various sidearms and shields, letting out their war-cries all the while. Let's just say it didn't take long for the moral to break and the defenders of The Flats to route back to their town, with heavy losses (Only about one hundred and sixty of them surviving), while Rathadu's men only got cuts and bruises, no men lost.

While the battles was waging though, Urizen and the one hundred and forty wasters climbed over the meager defenses and ransacked the town, making sure to take all the food supplies, waterskins, horses, medical equipment, armor and weapons that you immediately equipped the rabble in. They killed all but the slaves and servants; who they offered freedom under the rule of the great Urizen (which most of them accepted). You decided the rabble was not ready for battle with the well-armed and trained returning soldiers, so they left before there was even a battle (you decided that posoining the well would be a bad idea, since you wanted water aswell).
All in all, a success
>Starve out the remaining soldiers
>Launch a last assault on the town
>Move on, what good would holding a ransacked town be for you?
>Offer them leave, if they lay down their arms (you can choose to kill them once they do this)
>Write in
You've got 100 Elite Rattle-Tail Javelineers, 100 Wasters Raiders (considering the new equipement they just stole), 100 rabble (from slaves and servants), and 40 light cavalry
Roll 1d100

+100 servants and slaves obtained (will be outfitted with the left over gear of the wasters)+
+The wasters that can ride have been outfitted with the stolen horses (40 cavalry wasters added, -40 from the normal 140 wasters though)
+Huge moral boost due to no losses+
+All stocks refilled, and all wounds mended+
>>
Rolled 30 (1d100)

>>3378973
>starve out the remaining soldiers
>after they’re dead, the town is now ours
>>
Rolled 74 (1d100)

>>3378973
>Starve out the remaining soldiers
>>
Rolled 90 (1d100)

>>3379043
>>3379136
30 -20 (from taking all their goods) = 10

Rolling for their response
>>
>>3379195
You decided to starve them out, with any that tried to escape the town executed. The next week was slow and boring, with the now three hundred and forty men getting restless, and even Urizen himself losing patients. After another few days of picking off the few that tried to escape, Urizen launched an assault, attacking with the Rattle-Tails, and the horsemen to flank. The battle ended almost as quickly as it started, with the starving men falling within minutes, leading to a mass route into the surrounding wastes; which the horsemen tracked down and slew. The slave rabble outfitted themselves in the dead men's gear and took their weapons. The town was yours, and the goods too: lots of gold, steel, and oil. There where a few options to take:
>Stay and fortify the town, and train the men to be as effective as possible. The reinforcements that will come will outnumber you drastically though.
>Leave the town with the goods, heading to the next raid, and using the goods to hire mercenaries.
>Split the forces and have Rathadu as the lord in your stead, and head to the next raid quickly.
>Write in.
>>
>>3379255
>Split the forces and have Rathadu as the lord in your stead, and head to the next raid quickly.
>Instruct Rathadu to move as many goods as possible to a safe place far away from the kingdom's eyes (such as our own lands)
>>
>>3379255
Forgot a few things

+The 100 rabble is now 100 militia (from gaining the equipment and having minimal training)+
+The Flats obtained+
+Plus 50 Waste Raiders that joined while you were starving out The Flats (150 Waste Raiders)+

Also, roll 1d100 for the selected option
>>
Rolled 49 (1d100)

>>3379259
Ditto
>>
Rolled 96 (1d100)

>>3379259
>>
File: The Wastes.jpg (2.37 MB, 2456x1213)
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>>3379259
>>3379269
>>3379271
You have the militia and the waster raiders stay and hold the town, and with Rathadu as their commander, with only the Rattle-Tails and horsemen raiding with you. Rathadu hid the goods in the middle of one of the salt flats and buried it deep below the ground for use later.
There were a few raiding options:
>Berkeran: With a strong military and fortifications, but not many men and as isolated as you could be.
>Saltmarch: Close enough to the kingdom for reinforcements to be a direct threat, but with little to no defenses of their own.
>Tridents rest: Where Kurrlon threw his trident at the end of his reign and left to become a god, this has made the place only fit for high ranking veteran military, with no defenses and a lot of population.
Any option that the men took would mean going through the desert again, and that would prove more difficult the second time; considering there was a huge dust storm approaching from the east.
>>
>>3379290
Don't need to roll dice for when you choose an option this time
>>
>>3379290
Which way is North on the map?
>>
>>3379327
Why?
>>
>>3379290
Berkeran
>>
>>3379333
So I can see the directions. If the dust storm is coming from the East then we could use it as cover by heading to a city to the East. The storm would cut off reinforcements and allow us to take the city with less fuss.
>>
>>3379352
>city to the East
To the West, I mean.
>>
>>3379352
>>3379354

The sun sets due west and rises due east, and although the people of this post-apocalyptic future don't use compasses, they use this and other things to determine their position on a map (landmarks and celestial bodies being others). Therefore if the sun sets at the left side of the map, north is at the top and south is at the bottom. There you go, a roundabout answer.
>>
>>3379352
>>3379354
Also, that would count as a vote for Berkeran (Considering it's the only town west of the flats)
>>
>>3379405
Yeah, I vote for Berkeran.
And thanks for telling me which way North is: that will be useful for future planning.
>>
File: Dust Storm.jpg (114 KB, 1280x868)
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>>3379351
>>3379413
Urizen, being the clever bastard that he is, turned a bad situation into an opportunity; traveling with the sandstorm to its western destination. Whether through the blessing of gods, or the luck of men, the sand storm passed through Berkerand, and so will you:
>Raid the town before they know what's going on
>Try to lure the men out into the heart of the storm, using the horsemen as bait
>Wait for the storm to subside, while you use it to hide in a good ambush spot
>Write in
Roll 1d100
>>
Rolled 72 (1d100)

>>3379501
>Try to lure the men out into the heart of the storm, using the horsemen as bait
Hail the King of Wastes!
>>
Rolled 58 (1d100)

>>3379501
>Try to lure the men out into the heart of the storm, using the horsemen as bait
>>
Rolled 16 - 20 (1d100 - 20)

>>3379508
>>3379515
58 -30 from dust storm and element of surprise = 28

Rolling for the town's response (-20 from them having superior numbers and equipment)
>>
>>3379642

Big oof
>>
>>3379642
Without Rathadu, you had to appoint a temporary commander of the Rattle-Tails, and this meant you had a less effective fighting force. Your men had weathered the sand storm, but they weren't looking too hot once you got there. The horsemen saddled up, and you lead them out into the view of the town. Finally, you got a good look at the place you were raiding: it had scrap metal walls, with guards posted on sheltered towers of it, who stood up and called out after seeing you. This wasn't going to be easy. After a few hours of waiting, the barred gates of the town opened, with at least one hundred well-trained horsemen as the vanguard. The rest of the army was made up of about four hundred or so militia. The leader of the force rode up to meet you, and said ”a fine day to be out for a ride innit? What say you and your motley crew go a bother another town? Surely you know you're outnumbered and with a sand storm at your back?” You turned to the man and gave a grimace as the aforementioned storm enveloped the men, giving you enough coverage to draw your Spear-sword and decapitate the general. When all that returned to the Berkeran men was their lord's horse, they immediately gave chase, following you right into the ambush spot.
Once you had gotten to the right spot, you waited for the furious attackers to be ensnared: first was their one hundred horsemen, who charge right at seventy Rattle-Tails, who threw their javelins at the oncoming horsemen's horses, making the uphill riding men pile up from their own carcasses. Once the attackers got to attack the Rattle-Tails, they had already suffered casualties, and once the other thirty Rattle-Tails who were hiding under the sands attacked from the flank; the horsemen broke immediately. After the raider horsemen were done picking off the Berkeran horsemen, you got them into position at the flank of the oncoming militia. Because of the incompetence of the new general, the Rattle-Tails aimed for the men instead of their shields, and charged before the enemy had fully climbed the large dune they were on, leading to an in-coordinated line and the larger forces being able to route the javelineers, though the horsemen did successfully charge the rear, and caused the enemy to route as well. You had to think up a plan fast.
>write in
Roll 1d100

Men remaining:
Urizen: 70 Rattle-Tails and 30 Horsemen
Berkeran: 200 militia
>>
Rolled 96 (1d100)

>>3379692
>have the skirmishers delay the enemy while we lead a Cav charge to shatter the enemy flank.
We threw their cav back. Let's take advantage of our mobility advantage.
>>
Rolled 7 (1d100)

>>3379706
Ditto
>>
>>3379990
Nice
>>
>>3380048
I’m getting some good rolls
>>
Rolled 91 - 20 (1d100 - 20)

>>3379706
>>3379990
>>3380048
>>3380065
7-20 from the dust storm and having cav= -13

Rolling for Berkeran
-10 from wall
-10 from superior numbers
= -20
>>
>>3381392
>71 vs -13
Ohohohohoho
>>
File: Wasteland Horse.jpg (235 KB, 999x598)
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The image is of a hairless horse (If it was accurate, it would probably have black skin instead of white, but you get the picture)

>>3381392
>>3381400
You had to act fast, and improvise a way to get through those walls. You formed the cavalry into a wedge, with you at the front, and told the infantry to harass the routing enemy while you led you horsemen around the front of the enemy force. After a few minutes of the Berkeran militia getting hailed on by javelins, a portion of them who still wanted to fight turned to attack, and a simple hammer and anvil tactic took them out easy enough. Only about forty of their men escaped back into the town. Your men were forced to do a tactical retreat because when your horsemen got too close to the walls, they were peppered with arrows from the guards.
>Charge through the rear of the escaping men, trying to get into the city while the gates are open.
>Get your men to make grappling hooks to scale the walls in the storm and open the gate for the horsemen
>Try to sneak into the town as one of the escaping soldiers, and open the gate from the other side while they don't see you
>Wait for the storm to subside and regroup
>Write in
Roll 1d100

Men remaining:
Urizen: 60 Rattle-Tails and 25 horsemen
Berkeran: 40 Militia
>>
Rolled 47 (1d100)

>>3381430
>Try to sneak into the town as one of the escaping soldiers, and open the gate from the other side while they don't see you
As far as I can see this is the best choice. Trying to scale the walls or hoping to make it through the gates would be too difficult and risky. It's better mix a small group into the retreating soldiers and open the gates, so our remaining forces can come in and slaughter the defenders.

If anyone has a better idea I'm open to suggestions.
>>
Rolled 83 (1d100)

>>3381430
>Try to sneak into the town as one of the escaping soldiers, and open the gate from the other side while they don't see you
>>
Rolled 59 (1d100)

>>3381436
Ditto
>>
Rolled 34 (1d100)

>>3381436
>>3381468
>>3381504
47-10 (from dust storm) = 37
Rolling for guards response
>>
>>3381506
Fuck, so close.
Plan B it is, then? We isolate them and starve them out.
>>
>>3381506
So close, yet so far away. By the way qm, have you thought about using set DCs instead of rolling for the opposition? It's what I see most QMs do because it makes things less swingy.
>>
>>3381506
>>3381508
>>3381509
Nah, I prefer this method just cause (maybe it feels better to write using? Also, battles and such flip on their head all the time).

You got off the horse and wore the clothes of one of the dead militia, getting several of the others to do the same, and ran in to mingle with the escaping troops. You were allowed through the gates after the guards made sure the horsemen weren't visible. As the militia's families hugged the returning men, you surveyed the inside of the town: houses were haphazardly made with mud and scrap, with dirt roads to divide them, at least that was the case until you got to the centre of the town, with brick and mortar replacing the mud, and cobbled roads instead. The guards were actually better equipped than the militia; more dressed like the elite horsemen from before. They wore full metal armor and most had crossbows at their hips, and swords in their hands.

Once you waited for night to fall, you got your other few men to where you saw the gate's mechanism and prepared for the signal. First, you took out a few guards and wore their equipment, slowly walking past the various patrols on the walls, and getting into the proper position (the storm was still on, but had subsided substantially). You prepared the gate and pulled the mechanism, breaking it as well (so that they couldn't just re-close it), making a large cranking sound as it opened. Then you signalled your men down below to let loose the fire-arrow as a signal, which you received no reply to. You turned and saw your men's throats cut and their killers running up to you. You had to make the signal now and drew a sword that you took from one of the guards and killed the first oncoming men, but you knew you had to act fast; so you jumped off the wall, but landed badly, and injured yourself. You grabbed the bow and arrow for the signal and shot up into the air, that subsequently alerted all the guard (and made the militia form again) to the prospect of an attack. As you were about to be killed, the would-be killers got swarmed by your horsemen, who quickly put you on the back of a horse and rode out of the narrow gateway. You waited for the Rattle-Tails to arrive, and when they did you ordered them to throw their javelins at the defending men's shields, which went on for a few minutes before your men charged: bottle-necking both armies.
The battle was tense, and the casualties large, with the horsemen having to dismount and attack with the infantry. Eventually, though, the defenders were broken, after your men successfully pushed through their line after they lost footing climbing over the heap of dead soldiers that had formed. Now you had to choose what to do with the town:
>Ride through the town and kill all in your way
>Allow the defenceless people to leave
>Let the slaves of the people decide
>Let the men decide
TL;DR: Success but with heavy casualties

Men remaining:
Urizen: 40 Rattle-Tail heavy cav elite
>>
Rolled 41 (1d100)

>>3381529
>Let the slaves of the people decide
We should absorb any wasters we find.
>>
>>3381529
Is there any way we could replenish our numbers? The militia contained all the able-bodied males, right?
>>
>>3381559
After the raid is completed, people from Berkeran willing to follow are allowed to join (starting as rabble, and most will be slaves and servants). After Urizens miracles and victories reach the ears of more wasters, your numbers will grow substantially, as long as you don't get beaten or die before they join. Also places like Black-Hands Deal that are impartial to trading with raiders and wasters will provide income and mercenaries (if you get enough power, a possible ally). Most of these options take time though
>>
Rolled 94 (1d100)

>>3381529
>Let the slaves of the people decide
>>
>>3381642
We don't need to roll, by the way. That was a mistake on my part
>>
>>3381642
Ditto
>>
The picture is a drawing I did of Urizen real quick

>>3381720
>>3381642
>>3381642
>>3381654
>>3381535
Just wanna say that these choices all lead to a different way your men and the people in general view you, all choices have their pros and cons.

After rounding up all of the citizens of Berkeran, you had the slaves, servants and porpers who joined you decide the peoples fate. It was a mixed bag, with some killing those they hate, some freeing those that were nice to them, and some raping to their hearts content. You let your men join in on the raping and pillaging part as well, with food and water being abundant in the city. You had The Flats; which provided you with a rare trade commodity, and now Berkeran: which gave you a good supply of food and water. You were informed by a scout that an army had formed in the east, and was slowly marching towards The Flats. It would take within a month to reach its destination. You had a few options:
Go to Black-Hands Deal and buy thugs, criminals and mercenaries with the oil and other goods.
>Have the two towns fortify, while you go to the waster canyons and attack the now defencless towns.
>Send all but a few men to The Flats to defend it.
You can choose more than one action, but you'll have to roll 1d100 for each option chosen (make sure to specify which roll correlates to which action).

+300 Slave and Servant rabble added+
+100 waster raiders joined from the surrounding lands+
+A man who calls himself ’The Berkeran Traveller’ joined as the leader of the slave gladiators-who number just 50+
>>
Rolled 71, 54, 85 = 210 (3d100)

>>3381909
>Go to Black-Hands Deal and buy thugs, criminals and mercenaries with the oil and other goods.
Roll 1
>Send spies and saboteurs to harass and slow down the approaching army
Roll 2
>Have the two towns fortify, while you go to the waster canyons and attack the now defencless towns.
Roll 3
>>
Rolled 15, 69, 92 = 176 (3d100)

>>3381958
Ditto
>>
>>3381969
>>3381958
Anyone wanna roll a third time for this option? It is best out of three
>>
Rolled 87, 3, 59 = 149 (3d100)

>>3381958
>>3381969
>>3383513
15, 54, 85 -10 (from being a competent commander and having horsemen) = 65

Rolling against these choices now
>>
>>3383588
*85 -20 (from being a competent commander and having horsemen) = 65
>>
>>3383588
That's fucking swingy
>>
>>3383588
>>3383589
>>3383593
Let's tally up the men:
300 rabble garrisoning Berkeran
300 waster raiders under Rathadu's command
100 militia and 50 gladiators under 'The Berkeran Travelers' command garrisoning 'The Flats'
40 Rattle-Tail heavy Cav elite under Urizen's command

You figured that this obstacle can be turned into an opportunity, and started to rally your men, after giving a few commands to the appointed leader of Berkeran while you sallied out. You sent 'The Berkeran Traveller' to go with a detachment of men to 'The Flats' and replace Rathadu there as commander, getting your leftenant to instead rally to you with the best men in 'The Flats.' You will make this a decisive victory. You rode out to a meeting point for the army and waited for the reinforcements, who soon came with the collected goods in tow. You sent Rathadu and his men to Black-Hands Deal with the goods to hire as many men as possible (including un-trained slaves if necessary) and you would have the hired horsemen and fast units from the town to harass the army in its approach. Your mission lied elsewhere; back to the canyons of the wasters to unite them once and for all.

The trip was short on the back of a horse, even if you were having to avoid the roads constantly. You reached the edge of the desert, and found a huge camp of men outside of Saltmarch: for it to be this big, it would have to be sallied from all the surrounding towns, including Saltmarch itself. Heres the numbers you thought they had: 2000 militia, 600 horsemen, 1000 professional soldiers, and 200 gunners (yes, they had guns). The kingdom must not think you much of a threat, considering this is only a portion of their available army here. You passed the camp quickly and came to the first canyons under the command of one of the large waster clans: it was the Black-Tooth Biters. You called for a great meeting, and after a few days, all tribes of importance from the land were gathered, they had all heard of your deeds by now. "Men, I have come to you again, in proof of success in what I say, and I ask you to join me, as a great fist against the kings on in their halls of splendor, if not, I will be forced to make you join me instead."
>>
>>3383643
Most, if not all the tribes that have no concrete leader or self-importance joined you, but it was not enough. The Black-Tooth Biter clan and the Eye-Eater clan, as well as some others, refused to join a false savior, treasuring their own places as rulers too much. 100 Elite wasters, 400 waster raiders, and 500 waster rabble joined you, but if you got those tribes to join you, it would add at least 400 more elite wasters. You did not have sufficient men to launch a raid on a major town, let alone more than one, so you had to settle for a few minor ones:
>Saltmarch: closest, but also closest to the now marching army as well.
>Gurvon: Easy prey, apart from its vicinity to Kurrlon.
>Y'arak: Fairly far away from most other places, but it has one of the most elite military structures in the kingdom.
Will give the result of the other missions as soon as an option is chosen
Don't need to roll dice.

TL;DR
65 vs 59 minor failure: The strongest tribes refused to join
+Now Urizen has 1040 man warband+
>>
>>3383647
>Saltmarch: closest, but also closest to the now marching army as well.
I want to launch a quick raid to make it look like we're launching a serious attack, then flee when the army arrives to distract them.
Then we try the guerrilla raids again while we lead the army around.

The other Anons may notice that I advocate asymmetric warfare quite often: until we get better arms and armour, more favourable numbers and proper siege machines that'll be our default strategy, and our tactics for each battle will be based on it. We also have the additional advantage that they can't enact a scorched-earth strategy against us because there's not much to scorch in a wasteland.
>>
>>3383657
Sure, this.
>>
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>>3383657
>>3383673
The scorched earth tactic is a good one to keep in mind, considering your men have the advantage in most climates in the wastes, and you would be the only ones capable of using scorched earth really (burning their crops and food sources).

While constructing your plans you were informed by messengers of the results of Rathadu and his exploits, with mixed outcomes. He was able to almost buy out all the mercenaries in the town with the fine goods and bought an exceptionally competent general as a mercenary as well. These new men were a mixed bunch with the armies composition known to you as semi-elite: 200 veteran elite mercenary shock infantry, 400 elite mercenary crossbowmen, 500 elite mercenary shock infantry, 300 mercenary cavalry, and 1000 criminal and bandit rabble.
Rathadu sent out the mercenary shock cavalry, under the command of the new general to harass the army. When the general returned, he had only one-third of the horsemen still with him. The harassing started off strong, with the heavy cav of the enemy not able to keep up with the light cavalry, but then they let loose their weapon: ten of the gunners had dirt bikes, and they were faster than any horse. The gunners broke the horsemen with ease, but in so doing, revealed to you their trump card prematurely. You got the messenger to tell Rathadu to:
>Try to trick the bikers to fall into a trap (-10 from being more effective than the army at fighting in the dunes and having the element of surprise)
>Have all the men go back to The Flats and prepare for a siege
>Have the mercenaries enact option one, while Rathadu enacts option two (or vice versa)
>Launch a surprise raid with all the men now at the cargo that's supplying the army (-20 from you choosing the battlefield, the element of surprise, and so on)
>Write in
I'll say the dice modifiers with the options now

+Rathadu now has 2400 mercenaries and 300 raiders under his command+
>>
>>3383682
>Launch a surprise raid with all the men now at the cargo that's supplying the army (-20 from you choosing the battlefield, the element of surprise, and so on)
>Try to trick the bikers to fall into a trap (-10 from being more effective than the army at fighting in the dunes and having the element of surprise)
Can we combine these somehow?

Also, it's a good thing we control the major source of supplies for repairing and fuelling the dirtbikes with.
We should try to retrieve a couple if we can.
>>
>>3383691
Seems like we could do this, how would we split the army up though?
>>
>>3383697
We should send more horsemen to attack the supplies, but also have enough at the trap to bait them out.
Attacking the dirtbikes at close range is suicide, so we need to use traps to burst their tires and then the horsemen can kill them; archers will be stationed to pick off the riders if the traps fail or are avoided.
>>
>>3383691
>>3383697
>>3383700
Like before, that would count as choosing two options, therefore you would have to roll 1d100 for each one.
Make sure you define which is which for the rolls

I'll write the results after the rolls are in
>>
Rolled 9, 63 = 72 (2d100)

>>3383708
Raid, then trap.
>>
>>3383711
Here is the army composition updated:
300 rabble garrisoning Berkeran
100 militia and 50 gladiators under 'The Berkeran Travelers' command garrisoning The Flats
300 waster raiders, 200 veteran shock infantry, 400 elite crossbowmen, 500 elite shock infantry, 100 cavalry, and 1000 bandit rabble under Rathadu's command
100 Elite wasters, 400 waster raiders, and 500 waster rabble and 40 Rattle-Tail heavy Cav under Urizen's command
>>
Rolled 14, 28 = 42 (2d100)

>>3383708
Same as >>3383711
>>
Rolled 75, 12 = 87 (2d100)

>>3383691
>>3383697
>>3383700
>>3383711
>>3383717
9-20= -11, 28-10= 18

Rolling for the armies response: -20 to the bikers because they've got guns and fast vehicles
>>
>>3383721
We can never catch a break, huh
>>
>>3383721
>>3383726

We are now going to switch perspectives to Rathadu:
You were born into a world that had no place for the weak, and in turn, you had trained to be strong, though the role of chieftain had more to it than raw strength. You had successfully raided lands for years now, developing tactics and a particular fighting style that reflected your character. After Urizen came to you, you have felt as if you are a part of a bigger picture; with wasters uniting at untold levels under the 'King of the Waste' as some called him. You were there when he performed his miracles and victories, and you will fight with him till the end. When the messenger arrived with the information, you gathered your well-rested men up and had the army divide: with the general-who was eager to prove himself-taking the veteran shock infantry and twenty horsemen to the front of the army that was now spread thin and followed the road like a mile long serpent. Then you took the rest of the men to position themselves behind several large dunes to attack the wagons at the back of the army, that carried their water, food, and oil.
Once the army had gotten to where you wanted, and the full moon was up, you stood up on one of the dunes and gave a great war-cry, and blew the horn of war. Chaos ensued; with you charging into the enemies line, taking as many heads as possible. The bandit rabble mostly targeted the wagons and their guards, while you lead your men through the panicking soldier's ranks.
Meanwhile, mercenary general launched his trap and tried to lure the bikers out of the enemies troops by goading them with the twenty horses and leading them into a place where the veterans could ensnare them. The bikers were lead into the trap easy enough, and were eventually picked off, with only a small amount surviving; but there were heavy casualties, and the victory was pyrrhic, considering these were your best units losing numbers.
Once the enemy had properly formed up, you gave your men the signal the flee, with them taking as much loot as possible, and burning the rest.
>Prepare to launch another attack before they get to The Flats
>Pull out everyone from The Flats, and hide its food and water so they are forced to turn back
>Regroup with Urizen
>Write in

Enemies losses: 200 professional soldiers, 500 militia
Ally losses: 100 rabble, 100 veteran shock infantry, and 20 cavalry
-11 vs 75 = major success
18 vs -8 = success, but with heavy casualties
>>
>>3383733
Roll 1d100 if you choose option 1
>>
Rolled 70 (1d100)

>>3383733
>Regroup with Urizen
>>
>>3383733
>Regroup with Urizen
We'll drag their flayed hides through the dunes another day. We need to be smart.
>>
Rolled 8 (1d100)

>>3383848
Oh yeh forgot to roll
>>
>>3383734
...Can we switch to fighting the enemy?
>>
>>3383740
>>3383848
>>3383850
>>3383851
(Still in Rathadu's perspective)
You had taken all the men's wounds to be mended, and the crippled to be sent back to where they were from and started to break camp when a messenger arrived from Urizen, stating that they have one a great victory at Saltmarch, and have taken the town's goods. The messenger then told you that Urizen wanted to combine the army after he had finished raizing the town. You gathered all of the men and marched towards Urizens chosen location. After a day or two of traveling, you found that the enemy army had turned around, and was preparing to take back Saltmarch. You spent three days with the army constantly moving, so that the enemies would not reach the town first.

(Back to Urizen's perspective)
The raid was successful, but with a lot of the worse raiders dying in the process. You took in the slaves, servants, vagabonds, and gladiators just like before, to bolster your numbers. You decided that after Rathadu's great victory, you would unite the armies and meet the opposing one in the field. If you gain a decisive victory in the field against the kingdoms army that chose to come against you, all wasters from here to Berkeran will flock to your banner. You sent out a messenger to Rathadu to meet at the field of battle to unite before the enemy came. After a few days, you found that the enemy army had turned around, and was preparing to face you in the field. You do not know whether Rathadu will get to you in time. For now, you had to construct a battle plan: you decided that you'll have the waster raiders on the wings, the elite wasters, and gladiators in reserve and the rabble making up the center. You will stay with the horsemen behind the line, waiting for an opportunity to engage. After half a day of marching closer to where you were to meet Rathadu, you found the enemy army there instead, and they were ready to fight, sending out there horsemen ahead to engage yours:
>Engage the enemy: their morale is low, and the reinforcements will be here soon.
>Dis-engage: It's too risky, and even though this will damage your men's morale and your reputation, you would rather have certainty in a victory.
Roll 1d100

300 waster raiders, 100 veteran shock infantry, 400 elite crossbowmen, 500 elite shock infantry, 80 cavalry, and 1000 bandit rabble under Rathadu's command
100 Elite wasters, 100 gladiators, 400 waster raiders, and 700 rabble and 40 Rattle-Tail heavy Cav under Urizen's command
1500 militia, 600 horsemen, 800 professional soldiers, and 200 gunners from the kingdom
>>
Rolled 4 (1d100)

>>3383896
>engage the enemy if out re-enforcements flank them it will be over
>>
Rolled 43 (1d100)

>>3383896
>Engage the enemy: their morale is low, and the reinforcements will be here soon.
Damn, with that roll do I even need to try?
>>
Rolled 30 (1d100)

>>3383896
>Engage the enemy: their morale is low, and the reinforcements will be here soon.
We have them isolated. Fortune favors the bold. If we can at least hold them until our buddies arrive, they will be surrounded and crushed.
>>
>>3383933
We have them in a vice.
Presuming Ratahdu arrives in time we can pull a Battle of Chancellorsville on these softskins.
We are the anvil and he the hammer
>>
>>3383916
>>3383935
>>3383923
>>3383933
Rolling for enemy -10 from having more men
>>
>>3383916
That 4 tho
>>
Rolled 55 - 10 (1d100 - 10)

>>3383953
Oops, didn't roll
>>
>>3384003
We are the champions, my friends.
And we'll keep on fighting till the end.
>>
>>3384017
Pinkskins on suicide watch
>>
>>3384031
They won't have the time to an hero before we get them
>>
>>3383953
>>3384003
4 vs 45 equals major victory
You positioned your men on the hill and prepared for the oncoming men. You readied your somewhat scarred men with a speech, riding in front of the somewhat thin line all the while: "My men, my loyal companions, my great champions... my brothers; I have gathered you here at this hill, and against that force across that rise for a reason: Legacy. You few men will be known forever, and this stand will be recorded and passed down through the stories of people long after your death. The men charging towards you are brave and worth praise, but no one will; because history is written by the victors!" You had reached halfway across the line, and you drew your sword, while your horse reared back on its back legs and you raised your weapon to the sky, to your god. "I was sent here by Mashuk, god of war, to break the will of all those that dare to deny me my place in the annals of history." You got off your horse, and gave the reins to a nearby servant, and stood among the rabble at the center. "Come to my brothers, and make the red dunes wet with the blood of the enemy!" You said as you dropped your war-mask and ran towards the now close enemy line, letting out your war cry, after which you heard the great thundering of feet behind you, as your men ran to meet the enemy in glorious combat.

The enemy army had been charging up a large hill, while you gave the speech, and were now winded when your men charged. The enemy army had their best men in the center to meet the rabble, while their worse units were on the wings, attacking your best. Their gunners had been trying to shoot your men, but the Rattle-Tail cavalry was using their javelins to dissuade the riflemen. A detachment of the enemies cavalry tried to attack the Rattle-Tails, but was too slow and was taking casualties from the javelins, so they were forced to pull back. Though the rabble held up a great resistant against the enemy, they were eventually pushed back, even though the un-trained men didn't flee. You had killed at least thirty well-trained men by the time the gladiators and elite raider wasters had reinforced the rabble, causing you to blow your horn to tell your men that you were still alive, reinvigorating their push.
>>
>>3384142

After a while, even with the expert Rattle-Tails harassing the attacker's heavy cavalry, the enemy horsemen were able to ride around the line and prepared to break one of the wings with a devastating charge. You saw this and called for the gladiators and elite wasters to turn to you and run to defend against the new threat. You ordered the elite wasters to hold their shields interlocking, and the gladiators to stay behind them. Your small contingent ran to defend the flank and was just able to negate the charge with the shield wall. The attacking horsemen were almost still six hundred stong though and soon started to surround the thin shield wall, which is exactly what you predicted: you ordered the gladiators to attack the surrounding horsemen with all the tenacity of a great death worm. You soon repelled and then broke the cavalry, when the Rattle-Tails charged their flank as the final stroke. While the Rattle-Tails were busy chasing off the enemy cav, you got the men to resume defending the center.
Though the battle seemed to be in your favor, the elite units of the enemy and the numbers of the dead were soon weighing on the men's minds. When the rabble at the center broke, it soon turned into a mass route, as you struggled to remake the line, with only the gladiators and elite wasters making up the center. Fortunately, the wings were actually in your favor, as your raiders had higher morale than the enemy, even though the gunners on their side joined in the melee after they ran out of bullets, this success wasn't enough. The day was drawing to a close, as the battle was soon turning against you.

Then you heard it, a great thundering, and the great beating of the drums of war: Rathadu had come, and the allies soon crashed into the enemies flank, breaking them almost immediately. It should be said that the professional soldiers of the enemy fought to the last man, even though they were hopelessly outnumbered. The battle was over, and the dead were piled up high on that field and burnt. You had rounded up the enemies and your units that
chose to break instead of fight:
>Let them go
>Mutilate them, then let them go
>Enslave the enemy soldiers, and let go the ally ones
>Have a mass sacrifice
>Duel every single last one of the enemy soldiers, and have the ally ones become devoted servants
>>
>>3384159
>Duel every single last one of the enemy soldiers, and have the ally ones become devoted servants
Those who break must be... reforged.
>>
Rolled 72 (1d100)

>>3384159
>Duel every single last one of the enemy soldiers, and have the ally ones become devoted servants
Let today be forever known as the day that the Wastes took a stand against the Pinkskins in every way and humbled them. These are OUR lands Ooga Booga!
>>
Rolled 15 (1d100)

>>3384181
Rolling to counter this bad juju
>>
>>3384186
Where is the guy that rolled the two nat ones. Bring him in.
>>
>>3384142
>>3384159
Gotta say that the wasters call the civilised soft skins. Pink skins is what orcs call humans. Next time, get it right. God
>>3384181


Just posting the stats of the battle:
Rathadu lost no men
80 Elite wasters, 60 gladiators, 250 waster raiders, 100 rabble and 30 Rattle-Tail heavy Cav under Urizen's command
>>
>>3384212
Once the men joined armies though, the composition was like this:
650 waster raiders, 100 veteran merc shock infantry, 400 elite crossbowmen, 500 merc elite shock infantry, 600 bandit rabble, 400 bandit raiders, 80 Veteran elite raiders, 60 gladiators, 80 merc Cav and 30 Rattle-Tail heavy Cav.
+The 100 surviving waster rabble advanced to waster raiders+
+80 elite raiders became veteran+
+200 crossbowmen got guns+
+Some of the rabble got equipped in the dead men’s Armor and got training, becoming bandit raiders instead+
>>
>>3384212
I am ashamed
>>
Rolled 57 (1d100)

>>3384164
>>3384181
>>3384186
>>3384189
>>3385300
Rolling for the captured enemy
>>
>>3386175
You gathered up the fifty or so captured enemy soldiers, and the hundred or so ally ones next to the black mound of the dead. You asked the men for their best warrior and said that if you were defeated, freedom was granted. At first, there was no response, but then one of the men stood up: a well-armed cavalryman it seemed. "I am the lord of Buckport and I was the general of this army. I marched this army to kill you, and I intend to do so." The man was given a sword, and you prepared to face him, using your sword as well. At a few points, you avoided a killing stroke barely, but when the opportunity came; you disarmed the enemy then brought him to his knees. You would ensure that he would not be a martyr, so you gave him a quick death without words. The next few hours were spent killing eager soldiers, and. After sacrificing the ones that didn't volunteer, you made the allies that routed in the battle pledge eternal service to you. You separated them and sent them to the towns that you now own, to help in any way they can, after they were put through a walk of shame of course. That battlefield would forever be known as 'the battle of the black mound,' and superstitious people would claim that ghosts walked in that land.
You were named 'King of the Wastes,' and you gave your towns rulers. You knew the kingdom of Kurrlon would send their whole army next time, but at the end of the hot season, so you had some time to plan:
>Spend the time trying to divide the enemy and making allies.
>Spend the time fortifying the towns and growing their wealth
>Spend the time focusing on military
>Spend the time raiding constantly
Lands owned: Saltmarch (Current capital and your town), The Flats (Rathadu's town), Berkeran (Balak's town)
Current generals: The Berkeran Traveller (Balak), You, Rathadu, and the merc general (Murdas Brukus)
>>
>>3386213
>Spend the time trying to divide the enemy and making allies.
>Spend the time focusing on military
>>
>>3386213
>>3386225
Hmm... Defenders (us) have an advantage in the case of a siege. Should we fortify the towns to increase that advantage? QM, do all the towns have walls and other defensive measures in place? If so,
>>Spend the time trying to divide the enemy and making allies.
>>Spend the time focusing on military
>>
>>3386247
Our forces are optimised for attacking and raiding, not defending positions.
We should probably work on that sometime, but for the moment we need a boost to our offensive edge even more. The most important thing is getting guns (maybe from any allies we can poach from the Kingdom?) and training our rabble into elites. We should also find a way to get rid of our mercenaries to avoid the possibility that they'll be bought out.
>>
>>3386254
Well, there is a way to work on it; train them during this timeskip. But I agree going on the offensive is probably best.
>>
>>3386247
Saltmarch has the best defense and food supplies. Berkeran has a scrap metal wall and towers positioned on it. The Flats, however, do not have any defenses and are very isolated.
>>
>>3386268
Then let's have Balak focus on fortifying Berkeran.
Saltmarch's isolation serves as a good defensive measure already, so it's low-priority.
>>
>>3386274
Sounds good.
>>
>>3386225
>>3386247
>>3386254
>>3386259
>>3386268
>>3386274
>>3386278
For two or more months, you spent drilling your men and sending out envoys to the vassals of Kurrlon that weren't just puppets. You found out that the current king of Kurrlon was a man named Grayus Korus Lonegus. Grayus, you found out, was driven by emotion and lust; wanting nothing more than the killing of his enemies and every woman that he laid his eyes on. Lords had become resentful, and only a few were truly loyal, them being the lords of Bollvine, Ulmuran, Vitcur, Gurvon and Trident's Rest. The city of Kurrlon was nestled at the entrance to a prosperous (for wasteland standards) river-valley, that was the source of their huge population, and therefore military. Black-Hands Deal, Y'arak, Harlotsville and Scoundrels-Toll all seemed like possible allies. They weren't too interested in losing men or wealth for ideals and promises though. The more you traded with the few towns open to it, the more legitimate your kingdom seemed, and the wealthier it became. You opened up your towns to any scumbag who wanted to join, and they came in surplus. Most of the residents were wasters, and they then made up most of the army.
You had set up drill squares and barracks all through your kingdom, making sure all volunteers were drilled to a certain level, and that all knew of the battle of the black mound, and what happened to those who flee:
>Focus on maneuverability: with the men only wearing leather and padded armor for protection.
>Focus on attack power: with the men having weapons that can cleave through units even with them wearing scrap armor
>Focus on the logistics of war: with the constructing of effective camps, town garrisons, and supply wagons.
Choose only one option. The other options will be, implemented but to a lesser extent.
>>
>>3386384
Then choose from the second lot options, about who to focus trade and who to focus diplomatic courtesies with:
>Black-Hands Deal: Untrustworthy, but very lucrative in its trade. Has a huge black market, and has a bad history between it and Kurrlon.
>Y'arak: Strong military, but with enemy territory between you. They will hold to the vows they make.
>Harlotsville: Full of surgery and bandits, with a sprawling underground. The corrupt lord of this place will stain your visage with an alliance, but has the strongest position to hold, being between Buckport and Kurrlon.
>Scoundrels-Toll: Untrustworthy like Black-Hands Deal, but right next to Kurrlon, and ready to raze and plunder.
Again, choose only one option. The others will become lesser priorities.

Lands owned: Saltmarch (Current capital and your town), The Flats (Rathadu's town), Berkeran (Balak's town)
Current generals: The Berkeran Traveller (Balak), You, Rathadu, and the merc general (Murdas Brukus)
Army: 100 Rattle-Tail heavy Cav, 100 veteran elite raiders, 600 elite raiders, 100 gladiators, 2000 waster raiders, and 200 gunner infantry. (3100 men)
Mercenary army: 200 merc cav, 200 veteran merc shock infantry, 1000 merc elite shock infantry, 600 elite crossbowmen, and 1000 merc raiders. (3000 men)
+Reformed the military and made them into ranks+
+All towns now have 300 elite raiders protecting them (not included in the army)+
>>
>>3386386
>Focus on the logistics of war: with the constructing of effective camps, town garrisons, and supply wagons.
A wise commander knows that there is more to warfare than simply killing.
>Y'arak: Strong military, but with enemy territory between you. They will hold to the vows they make.
>>
>>3386386
>Focus on attack power: with the men having weapons that can cleave through units even with them wearing scrap armor
Like I said last time, we need the offensive edge, and supply improvements are not so important for our nonstandard tactics as they are for the Kingdom.
>Y'arak: Strong military, but with enemy territory between you. They will hold to the vows they make.
We should get them to hide their true allegiance until the time is right. A betrayal at the perfect moment will do a lot of damage.
>>
>>3386401
>>3386395
If there is no tie breaker, I’ll roll 1d2
>>
>>3386499
Roll it
>>
Rolled 2 (1d2)

>>3386532
>>
>>3386560
You focused your military efforts devising weapons and Armor perfect for fighting well armoured units with large shields. You made and trained an elite force of wasters into two handed sword wielders named ‘The Crimson Chosen.’ The swords were curved inwards so that they could pierce armoured units, and easily cut all those unarmored. The units were designed to be a flanking shock infantry that moved with incredible speed, and all had red war masks and Armor to scare the flanked enemy. Due to them being hard to train, the crimson chosen only were four hundred in number. All other troops were trained with extremely offensive weapons, with most not even using shields.
You had stayed in contact with Y’arak through sending messengers and envoys, and you had eventually decided to make a non aggression pact. This was heading down the right path, and you could sense more to come from this early friendship forming.
Varkus, who had been teaching you how to read in the spare time that you had, had managed to be afforded the same luxuries as a free man due to his cooperating and general obedience. He asked you if once he had tought you to read, whether he could return to his family. He promised a steady supply of gladiators, and a spy when need be. You knew that Varkus was a man of his word, and that he was usually driven by profit and self interest rather than anything more ‘for kingdom and country.’
>Agree to the terms
>No, he knows too much
>Agree, but have a spy watch his every move

Once you had settled in your kingdom, an opposition has formed in the northern canyons, as the leader of the eye-eater clan. The chieftain has formed an alliance with several other tribes, including the black-tooth biters. You suspect they will launch a raid momentarily:
>Wait for them to raid, then fight them in the open field
>Launch an ambush on them, and hopefully make their men join your side after they are defeated
>Try to divide the tribes with promises, then strike when their weak
Roll 1d100

+400 Crimson Chosen added+
+Buff to all units when attacking, but debuff to when they’re defending+
>>
Rolled 46 (1d100)

>>3386791
>Agree, but have a spy watch his every move
>Try to divide the tribes with promises, then strike when their weak
Put the fear of Mashuk in them.
>>
Rolled 3 (1d100)

>>3386791
>agree but have a spy watch him
>divide with promises and then strike
>>
Rolled 47 (1d100)

>>3386852
>>3386800
>>3386791

Yeah ill support those two
>>
>>3386852
Supporting. With this roll I don’t see why bit
>>
Rolled 65 (1d100)

>>3386800
>>3386852
>>3386855
>>3388114
>>
>>3388189
>Agree, but have a spy watch his every move
>Try to divide the tribes with promises, then strike when they're weak

Varkus had served you well, and you liked to reward that sort of behavior, so you granted his request once your training was complete. You organized a high-class spy to eavesdrop on Varkus once he's returned to his family.

You have been in communication with the tribes that didn't join you and instead opposed you, and found out all their petty concerns. The next month or so, you spent eradicating tribes at the behest of other ones, and in turn, gained their support; but kept the alliance a secret until the time came. The raid comes, and its target was Saltmarch. You, instead of fighting it from the walls, decided to march your whole army out of the town and fight the raiders in the field. The battle was a slaughter, as your gunners broke their first charge, and their own men started to turn on them, and soon it was over. You ordered your men to capture but not kill the fleeing men. The general of the raiders managed to escape with a few loyal men. You buried and gave a grave to every man who died facing the enemy and burned all those who died facing away from them (to show routing stops you from reaching the afterlife). You sent the men who ran on your side to become loyal worshippers of Mashuk in the shrines that had now appeared in the various towns. Now you had to decide what to do with the captured enemy:
>Sacrifice them
>Duel them all
>Reform and indoctrinate them
>Enslave them

Army: 200 Rattle-Tail heavy Cav, 400 Crimson Chosen, 100 veteran elite raiders, 1000 elite waster raiders, 100 gladiators, 2000 waster raiders, and 200 gunner infantry. (4000 men)
Mercenary army: 200 merc cav, 200 veteran merc shock infantry, 1000 merc elite shock infantry, 600 elite crossbowmen, and 1000 merc raiders. (3000 men)

+400 waster raiders became elite, and the new tribes that joined filled in their place as waster raiders+
+Numbers just have generally increased+
>>
>>3388249
>Reform and indoctrinate them
Can't have cannibals running around in our kingdom.
>>
>>3388253
>Can’t have cannibals running around our kingdom
>Literally devour a mans still beating heart in front of his eyes while he is bound

Cannibalism is part of being a waster. Not saying it’s our primary food source but apparently eating enemies to gain some of their strength is a thing. We just need to make sure we only eat the strongest, bravest and smartest of enemies
>>
>>3388272
I mean, we can't have them thinking it's a good idea to eat civilians under us.
>>
>>3388279
Oh of course. Maybe cannibalism is reserved only for the greatest of warriors, like us. Can’t have everyone going around eating our XP. Or eating inferior product and getting weaker. It should be a reward for valor, and acknowledgement of a worthy foe.
>>
>>3388283
Good idea. It's best to restrict cannibalism to enemy combatants, because it'll turn public opinion against us if we let them eat whoever and because only the strong are worth eating if they don't submit.
>>
>>3388253
>>3388272
>>3388279
>>3388283
>>3388295
You decided to strip them of their equipment, and their warrior titles, and split them up to boost the population of each town (this was to avoid armed revolt or groups forming in the community). You said that they could join the local militia, but could not go raiding so as to not gain loot or honor. You standardized this law to all raiders or wasters that dared to go against you from here on out.
After a few more months, the hot season started to die down, and the crops started to grow again. The non-aggression pact with Y'arak had proven fruitful for both parties, and they had gotten more of a boon from trading with your new kingdom than they had ever gotten from Kurrlon. You believe that after conflict arises between the two, they might switch sides to you. You had learned to read by now, and had sent Varkus on his way, he didn't seem to give any information away and gave a good supply of gladiators and slaves. Because you had a monopoly on oil, your towns were booming, and Saltmarch (which purified the crude oil into several types using advanced machinery) most of all. As the crops were growing, so was the ability to supply a larger army, and soon when the food matured, you knew you would have to deal with a lot of soldiers on your gates:
>Launch a large raid on a town to make them sally out their men prematurely
>Keep on growing your towns until you can support a larger army
>Split the forces and raid two towns
>Write in
(Decide between raiding Buckport, Tridents Rest, Gurvon, Black-Hands Deal or the Kadine Pass)

Lands owned: Saltmarch (Current capital and your town [5000 freemen, 400 slaves]), The Flats (Rathadu's town [600 freemen, 700 slaves]), Berkeran (Balak's town [1000 freemen, 200 slaves])
Current generals: The Berkeran Traveller (Balak), You, Rathadu, and the merc general (Murdas Brukus)

Army: 300 Rattle-Tail heavy Cav, 600 Crimson Chosen, 400 veteran elite raiders, 1000 elite waster raiders, 200 gladiators, 2000 waster raiders, and 200 gunner infantry. (4000 men)
Mercenary army: 200 merc cav, 200 veteran merc shock infantry, 1000 merc elite shock infantry, 600 elite crossbowmen, and 1000 merc raiders. (3000 men)
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>>3388333
>Keep on growing your towns until you can support a larger army
More homegrown soldiers, fewer mercs.
>Seek out more powerful people dissatisfied with the Kurrlon's rule and attempt to bring them to our side
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>>3388333
>Keep on growing your towns until you can support a larger army
>Start sending infiltrators to their towns and armies as camp followers and other things. Instruct these infiltrators to use cover identities and coded messages. Their first task will be to infiltrate and integrate themselves efficiently and quietly. Keep us appraised of general information regarding the enemy. Tell them that they are there for a long assignment, thus they will minimize risk and exposure.

Over time, as our intelligence operatives get better, are more integrated, and learn fieldcraft, they can act as saboteurs and obtain secret information. But for now we just want eyes and ears on the general activities of our enemies, particularly their military. Make sure they know that if their cover is blown that they are to destroy evidence, bug out and return home safely for debriefing. Skilled undercover agents take time to develop and this is our first step.
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Rolled 1 (1d2)

>>3388356
>>3388391
Rolling for who's idea is chosen
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>>3388873

New thread here:
>>3389023
>>
Last post. lol

HAH Got'em



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