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File: New territories.png (790 KB, 2602x2534)
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It is the year 745 after the establishment of the Old kingdom, and the Continental Assembly of the New Territories is convening for its second ever meeting.

This assembly, set to rotate through the seven New Territories, but held this time at Parlenceton in Princeland, is of course an illegal one. While democratic representatives within the respective territories are allowed and regulated by the laws of the Old Kingdom, coordination between them is reserved for the governors set up by the King. Yet those laws have become obsolete in the eyes of many patriots within the territories. The Sublime Senate back across the Ocean which decides these laws has no representatives elected by the brave land owners of the New Territories. This is reason enough to forsake them for a select few, but the sentiment has spread after tariffs for Viridita Fortuna, the plant commonly called 'sight weed' or simply 'fortuna', had been put into place for all sales not going through the Kingdom's Grand Company. These tariffs had come after already draconian taxes on paper, tobacco and cotton, and so some disgruntled patriots had sunk the supply of Fortuna held in Ardadike, the capital of Princeland. As a response, the King sent a thousand soldiers to occupy the city and protect Grand Company interests.

This was too much for the good people of the New Territories, and the assemblies of the individual colonies decided to send delegates to a Continental Assembly where the next steps - be they reconciliation or escalation - would be decided. You are one such delegate. (Char Creation in the next post)
>>
First we must decide which territory you are from. These will determine certain bonuses for your stats (see the adjective) and starting position (see the map), but their cultural particulars can be shaped by you in game, so don't sweat this decision too much. Are you from:
- The theocratic Maternial Palatinate?
- The rich Bravuria?
- The martial Honoria?
- The expansive Jorania?
- The popolous Enward Islands?
- The patriotic Princeland?
- Or the fertile New Olontes?

Secondly, we have to determine your background. Are you a
- middle class lawyer
- militia captain
- land owner
- merchant
- career politician
- Old kingdom nobleman
- something else (write in)

And lastly, give me an adjective to describe you, such as:
- witty
- resourceful
- calm
- strong
- etc.

The character (preferably with a name) with the most votes will be you, unless, as is to be expected, there is a draw, in which case it's gonna be first come first served.
>>
>>3517123
We are a Bravurian Merchant, resourceful and intelligent and eager to escape the tarriffs and bring profit.
>>
>>3517135
You're a merchant from Bravuria. As a merchant, you have little to no land of your own, but you make up for it in other assets, both monetary and in the form of goods and even ships.

Bravuria itself, as all the territories, is officially still loyal, but as the representative to the Continental Assembly, you have been given control over the modest Musketon Militia with associated funds, and you are authorized to speak for the whole of the Bravurian citizenry of free men.
Bravuria is, next to Princeland, which has been actively occupied, and New Olontes, which produces most of the Fortuna on the Continent, has been the most adversely affected by the tariffs. Their wealth is not in natural resources but in their expertise as middle men and merchants, and the trade they feed on has been virtually halted, while taxes remain. The mandate you have gotten from the Bravurian citizen's assembly was clear: Bring back the means of prosperity to the colony.

>Army:
200 Militiamen
>Navy:
2 trade ships
50 sailors
>Morale:
8/10
>Resources:
50.000 Crowns
2 ships worth of Fortuna

(cont)
>>
The house of assembly chosen for this occasion is the manor house of a Princelandian land owner. It's a massive mansion built in an approximation of classical Old Kingdom style, but substituting the marble for painted stone and wood where the fine details demand it. You are lead by a servant up the massive stairs in the entrance hall to a room, the entrance of which is guarded by soldiers with muskets. The militiamen nod leisurely at you, almost to make a point of their lack of discipline they take for an expression of freedom.

Inside, you find a large room illuminated by the sun shining through great windows, the warming rays of which are quickly swallowed by the darkened oak which dominates the room. a table of the same material, twelve foot long, stands in the center of the place, and six men in wigs and fine clothing look up from papers and conversation among themselves to look at you - the representatives of the assembly. You recognize Gregor Darington, hero of the savage wars, wearing full uniform dress, Julius Darith, the richest man of Enward City, and Claudius Farthing, who takes out the Fortunastick he had been smoking, stands up and gestures towards the only empty seat. "We have been waiting for you, representative."
"Please, have a seat, Mister... Well, I fear I have not yet have the pleasure. Would you mind introducing yourself to the assembly?"


>Of course! I am... (write in)
>Yes I would mind.
>>
>>3517167
>Of course! I am... (Elijah Crawford)
From name generator sue me
>>
>>3517175
>>3517167
backing
>>
>>3517175
"Of course. I am Elijah Crawford." you simply say, sticking with just the name and forgoing any lengthy introduction of your skill or back ground. This is not about you, this is about Bravuria.
Claudius clears his throat. He is known to you, and to any well read citizen, for his extensive political writings. While he is a patriot and opponent of the tariffs, you know him to be a monarchist. He begins to speak with the voice of a seasoned orator:

"Welcome, gentlemen, to the second Continental Assembly. By merely being there, you are committing a crime before the old crown, but as we are all incriminated equally, none of you need fear repercussions if we decide today to simply lay down this our own small senate, decide to return home and keep the peace. If we do not, however - or some of us do not, at any rate - our crime will be - at least in the Kingdom's view - that of treason. I therefore invite anyone so inclined to leave now, at no pain to themselves."

He leaves a short pause. As nobody makes an effort to rise, he nods and continues:

"The King's troops have landed in Ardadike. They have confiscated all goods kept there by the good honest merchants of the city as if they were smuggler, and they have deemed the city council at fault for the destruction of Grand Company property. The city is under martial law.

There are a thousand men there at the moment, dispersed throughout the city, within which we have at least three hundred loyal armed men waiting for the word. Once a shot is fired - and shots will be fired, whether we want to or not - the occupation will expand to the rest of princeland."

The representative from Princeland scoffs. "I say let them try. United, the territorial militias will have Ardadike liberated within a fortnight."

"You are a fool" counters the representative from the Palatine. "I say we simply send delegates to the Sublime Senate and partition for release of the city. The Maternial Palatine will not be dragged into a war."
Darith, from the Enward Islands concurs, but Gregor Darington, representative of New Olontes says: "The diplomatic route has failed. They want utter obedience while bleeding us dry. New Olontes cannot abide by this."

Quickly, the meeting descends into a shouting match, which Claudius somehow pacifies.

"I too, am reluctant to start a war." he says. "But we have not yet heard from te gentleman from Bravuria. Mister Crawford, what is Bravuria's position?"

Choose (For the future: You generally get bonuses for giving clear, detailed and in-charactered responses):

>Bravuria supports Princeland
>Bravuria will not participate in armed conflict.
>Bravuria will not openly rebel, but prepare for war.
>Write in (encouraged)
>>
>>3517203
>"Gentlemen you know Bravuria is not perhaps so martial as some of your own homes. You know my country to be one of trade and mercantile works. But we have been, as so many of you and as the good people of Ardadike, outraged by the tyranny imposed upon us. Our livelihoods are being choked away, and our good men and women go hungry to sate the whims of the sublime senate. Whatever duty we owe our King, if any yet remains, we must conclude his senate is not worthy of it.

Bravuria will not start a war. If one is brought to us, however, we will stand, and see clearly that god favours the patriots. We will prepare, and provide what aid we may to the efforts of the brave folk of Princeland. When the time comes, we will be ready."
>>
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>>3517218
You think for a second, then say: "Bravuria will not start a war. If one is brought to us, however, we will stand, and see clearly that god favours the patriots. We will prepare, and provide what aid we may to the efforts of the brave folk of Princeland. When the time comes, we will be ready."

The representative from Princeland, a small but vigorous man, jumps up, red in the face. "You have not even the spine to stick up for yourself! You cannot think that you can escape tyranny from a safe distance!" Gregor Darington to his right puts a placating hand on his arm and says to you: "We thank the citizenry of Bravuria and hope they will not wait for it to be too late before they will rise up justly."

After the assembly has been adjourned, the allegiances look like pic related. Blue is in open rebellion, yellow is secret support, and red is loyalist or neutral.

I'll be off for a while, but until then, decide:
What will be your next step?
>Return to Bravuria
>Set up a camp for your militia in Princeland
>Travel to Ardadike
>Other (write in)
Your decision nets you -1 morale

>Army:
200 Militiamen
>Navy:
2 trade ships
50 sailors
>Morale:
7/10
>Resources:
50.000 Crowns
2 ships worth of Fortuna
>>
>>3517246
We need to get trade flowing. If the homeland refuses to allow us to trade without these absurd tarrifs, we will look elsewhere. We have two ships worth of Fortuna, we should sail them to Steinfest in Dortigland and see if we can't negotiate covert trade with foreign powers. Our mandate is restoring trade, so lets restore it.

Meanwhile, we can stay with the militia and set up camp in Princeland, with someone sent ahead to Ardadike to monitor the situation. Once shots are fired, we'll begin a brisk march to the city.
>>
>>3517246
>Other (write in)
Look for countries that were recently at war.
They will have abundant of equipment and officers and need for money to rebuild the infrastructure.

>Set up a camp for your militia in Princeland
>>
File: princeland.png (422 KB, 1649x1481)
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>>3517261
Outside of the manor, you convene with your small staff of advisers. You agree that the militia which is yours to command should be close to the action - in Princeland, where you will surely be given a plot of land, considering you are here to aid the locals. See if you can find a space on the map you would prefer. It will cost 500 crowns to set up a basic camp.

You also send a man back to Bravuria with instructions: To sail your ships to Dortigland and see if we can get into a covert trade with its owner: The country of Hausreich.

You also send a trusted scout to Ardadike, to bring you information on the situation there. He takes from your stash some Fortuna to sharpen his senses.

Then you retire onto a bench in the extensive gardens of the manor and think of countries recently at war, and come to this image of relevant world politics:
The Old Kingdom is currently at war with Waton, which is likely the reason for the extreme but localized response to the recent riots.

Hausreich is also at war with Waton, though there is only a very thin allience between the Old Kingdom and Hausreich.

Waton, Laria and Hausreich all were in a short war against the Old Kingdom and the Eastrealm a decade ago. In that war, the territories fought for the Kingdom against the savages which were being paid by Waton to attack the territories.

>Army:
200 Militiamen
>Navy:
2 trade ships
50 sailorsre involved in a war on
>Morale:
7/10
>Resources:
49.500 Crowns
2 ships worth of Fortuna

Actions in Progress:
[Set up covert trade with Hausreich]1/?
[Set up a basic camp for your militia] 1/2
[Scout Ardadike]1/2
>>
>>3517308
We could send contact to Laria and buy military equipment from them

Things we could do personally
>Return to Bravuria to
Raise funds for war effort
Find people with military experience and recruit them
Recruit more militia
>>
>>3517323
If you wanna do something yourself, settle on one thing for the turn.

Also, decide on a location where you want to put your camp in princeland >>3517308 You can assume most of the land to be hilly woodland and fields closer to the cities.

See you guys later I'm going outside
>>
>>3517323
We have a lot of money, at least for now. I say recruit more militiamen and better officers. The most important thing is to get proper seargents to drill our men into shape.
>>
>>3517344
>Return to Bravuria to
>Find people with military experience (officers)

Set camp 1.5 day march from Ardadike maybe near the river in some wooded area
>>
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>>3517493
>Return to Bravuria to Find people with military experience

Having put your affairs in order in Princeland, and chosen a site for your militia - dangerously close to the Old Kingdom soldiers on one hand, but on the other, in a place that can overcome the slow reaction time the militias are notorious for - you pack yourself up to travel back to Bravuria.

As you mount your horse, the scout you sent out is lead to you, unshaven but in good spirits. He gives you a map of Ardadike on which he has drawn the locations of the Old Kingdom camps and ships(in red). You learn that large demonstrations are commonplace in the city, and the militias of the area have made it a habit of marching up in the thousands on provocation only to disperse after some insignificant property damage on government buildings. It is clear, the scout says, that the Crown only has control over Adadike, and that the rest of Princeland is currently without legitimate government. Since the territory of Princeland is famous for having an heavily armed population, this might be as bad as it is good.
He also reports that the subdued reaction by the soldiers is owed to the fact that their commander is a sympathizer of the cause.

For finding people with military experience I would like you to roll a 3d6. You are good at this task.

You can also command the militia to do tasks for you, such as:
>Gather provisions for the winter
>Build fortifications
>Raid the enemy
>other: write in

>Army:
200 Militiamen
>Navy:
2 trade ships
50 sailorsre involved in a war on
>Morale:
7/10
>Resources:
49.500 Crowns
2 ships worth of Fortuna

Actions in Progress:
[Set up covert trade with Hausreich]1/?
[Find officers] 1/2

Actions completed:
[Set up a basic camp for your militia] 2/2
[Scout Ardadike]2/2
>>
File: princeland.png (469 KB, 1649x1481)
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Is this campsite, a bit more than 20 miles from Ardadike what you have in mind?
>>
>>3517585
>Raid the enemy
>>
Rolled 5, 6, 3 = 14 (3d6)

>>3517530
>>
Rolled 3, 1, 4 = 8 (3d6)

>>3517530
These are some seriously cool maps, OP. This looks like it's gonna be really fun.

I think we can all surmise that Arda Castle is the key to Ardadike, and if not that you want Hell's hill for artillery oversight over the city. We don't need to take the city yet, and hopefully we won't have to, but it's good to know.

Have the militia purchase provisions; don't fuck with the Princelanders. Get them drilling and training.
>>
>>3517706
>Have the militia purchase provisions; don't fuck with the Princelanders. Get them drilling and training.
+1
>>
Before you go, you tell your militia to train and purchase their provisions for the winter. Though they, being militiamen, are technically supposed to look after their own purchases, you supply them with some money to keep morale from dropping (-400 crowns)

Back in Bravuria, there is revolutionary spirit in the air. A pamphlet has been written by some anonymous writer which lines out the break in legitimate governance to tyranny the Old Kingdom supposedly has undergone, and it has been multiplied throughout Musketon and beyond. You ask around in your circle of friends and supporters for candidates for officers, maybe veterans from the Waton-Savage war.

>>3517696
>14
mitigated success It's roll under by the way, so this was a sub par roll on a good stat

Three officers of dubious competency are hired (150 Crowns), but the need for discipline they will not sate, nor that for training. So a friend of yours, a lawyer living at the great lakes, tells you of a man standing trial in Oarfoot, the largest border town to Honoria.
Captain Steven Mitchell, head of the Black Boys has been apprehended and is standing trial for multiple counts of murder committed by him and his group. The Black Boys are a militia group hard to distinguish from outlaws, who have taken the idea of ungovernability by illegitimate government to an extreme. Their argument is that the Old Kingdom has given the mandate of law to the Territories, and since the law of the Old Kingdom was moot - for the Black Boys believe the patriot's talk - so too are the laws by the territorial governments which derive their powers from it.
In their pursuit for radical freedom, a sheriff had been killed recently, who wanted to arrest Mitchell for breaking the peace and tax fraud.
Soldiers were then sent out and while they did not eradicate the Black Boys, Steve Mitchell was apprehended and is in the process of being convicted.
This is Steven Mitchell, guerilla fighter, charismatic leader of an entirely militarized militia and man of principles. And you could probably save him, if you throw your power as representative into the ring to strong arm the judge to a mistrial.

>Let him hang
>Try to get him free (explain how at least to some extent)
>Other: write in

>Army:
200 Militiamen
3 Officers
>Navy:
2 trade ships
50 sailorsre involved in a war on
>Morale:
7/10
>Resources:
48.950 Crowns
2 ships worth of Fortuna


Actions in Progress:
[Set up covert trade with Hausreich]3/?
[Find officers] 2/2+1

Actions completed:
>>
>>3517781
I forgot to mention that Steven MItchell did of course not respect borders and was active in Honoria as well as Bravuria and probably also savage country
>>
>>3517781
We are men of propertry and quality; surely we will not dishonour our cause by attaching ourselves to outlaws? The laws of the crown may now be false but to murder? This is always a crime. We will look harder.
>>
>>3517585
Could we make 2 camps? 100 man each. Second next to river little further north
>>3517781
1
>Let him hang
2
>>3 Officers
>Send two of them to help in training our current militia
>Send last one to start recruiting people into militia. Set goal to 500 man (0/500)
Give him minimal founding, we don't really have equipment or base to support military
3
>We should again look for officers

>It's roll under by the way
Damnation!
Just to confirm. We take only first roll?
>>
>>3517781
>write in
Can we hire a bounty hunter or someone of that ilk to free him and bring him to us discretely. We can then get him to change his appearance and swear an oath of loyalty to us forgetting his past life. That way we can have a good commander and not ruin our reputation.
>>
>>3517828
>>3517858
>Let him hang
>We look harder
You let your friend say his piece, but you do not hide your disgust at the suggestion - This man has entirely confused the two principle laws: That of man and that of the two-part-God. God themselves have given us rights to our property, of which life is our first. Let the man hang.

You instead scour the city's underbelly for some suitable veterans and get 7 more men who had officer positions in the militia, but who have seen no or only little combat. (-350 crowns

>>3517858
You send the officers north, and give them commands to tell the militiamen to construct a second camp northwards of the original one (-250 crowns) but keep one here to recruit more into your militia, more with ideology than money. As an aside: While recruiting individuals to your militia is viable, the territories are filled with already formed private militias. Getting one of those to join your cause is quicker, albeit more voletile.
>We take only first roll?
Yes. With a bell curve roll that's necessary.

Finally you receive a letter from your people in Dörtigland. It was difficult to get the ships out of Musketon without being controlled by customs officers, but they managed. In Steinfest on Dörtigland, they met with the Hausreich official, one Gunther Block, who was hesitant to take the goods that circumvented their tacid ally's embargo. But because Heimreich is investing in soothsayers, they have accepted to buy the shipments for 10.000 crowns each. They assured you they would buy more shipments, provided you'll be able to deliver them covertly and without a paper trail. They will, and the letter quotes "drop you like a calf in spring" as soon as the waters were to get hot. This at least, is the opinion of this particular official.

In Princeland, a mixture of euphoria and foreboding governs. No soldier has yet killed a patriot, nor a patriot a soldier, but the state of anarchy is bound to not be tolerated much longer by the Crown, as is the case with the occupation of Ardadike and the princeland assembly. And then there is rumors of that assembly drafting a declaration of temporary self governance...
The only thing bound to stop the looming war at least for a time is winter, which is only 2 turns away.

>Tell me your actions
I might be doing one or two more updates, but I'm going to go to bed soonish.

>Army:
200 Militiamen
10 Officers
>Navy:
2 trade ships
50 sailorsre involved in a war on
>Morale:
7/10
>Resources:
68.250 Crowns


Actions in Progress:
[Set up covert trade with Hausreich]4/?
[Recruit 0/500 men] 1/?

Actions completed:
[Find officers] 3/2+1
>>
>>3517923
that's absolutely feasible, just posted too late and against consensus
>>
>>3517947
Return to our superiors in Bravuria and inform those in the assembly we can trust of the deal with Block.

We should inquire into purchasing ships, both trading and more ... militant.

Are we alright to stay in camp over winter? If so, purchase high quality supplies for the men and drill them into order.
>>
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Last update for the night, goodnight everybody. I'll probably return tomorrow for a bit, but then it'll be a while till I can get back.
I did some small improvements on the map. If there's anything you want to have clarified, just give me a shout.
>>3518006
You inform your superiors - that is the (patriotic part of the) elected council of Bravuria, of whom you are a member - that you have gone into the smuggling business. You also send letters to Gregor Darington of New Olontes and Patrick Gorge of Princeland, as well as pme to Claudius Farthing from Jorania. You are scolded and praised in equal measure for the risk this entails and the laws it breaks.
You inquire at the local ports about having ships built, and it turns out they are (by law at least) bound to close monitoring by officials of the Crown. This means trading ships (which range in cost from 10.000-80.000 crowns) can be built, but military ships (which, under ideal circumstances start at 15.000 a piece and go way up there) are another matter.


>Are we alright to stay in camp over winter?
you have the necessary supplies to winter here, though it will be a strike on the morale of your militiamen. Their contracts bind them to you for another year, including the winter, but they generally do not expect to be held at the ready during the cold season. You reckon morale is good enough to take the hit though, and you have the officers drill them into order to prevent desertions.

>Army:
200 Militiamen
10 Officers
>Navy:
2 trade ships
50 sailorsre involved in a war on
>Morale:
7/10
>Resources:
68.250 Crowns


Actions in Progress:
[Recruit 2/500 men] 2/?
[Train militiamen into Experienced militiament] 2/?

Actions completed:
>>
And of course:

>Give me your actions, both for you personally and for your army.
>>
>>3518095
Add 5 more officers to
>[Recruit 2/500 men] 2/?
Add 2 more officers
>[Train militiamen into Experienced militiament] 2/?

Our character should
>Raise funds for war effort
>>
>>3518146
>army action

>Build fortifications
Let's make those camp reinforced
>>
>>3518095
Thanks OP, this is great so far.

I'd like to have us purchase high quality supplies for our men. If we're going to keep them on over winter, they should have fine food, fine drink, and top quality tents.

While we're at it, I think it's also sensible to see if we can't inquire with our friend Block about purchasing high quality guns and perhaps even cannon. Oh, and contract with our merchant friends in Bravuria to get some nice, high-quality uniforms made for our men. We will fight our war like true soldiers, not like brigands.
>>
>>3518095

Begin preparations for an attack on Honoria. They're in open Rebellion, we can get those lands Incorporated as rightful Bravurian territory,
>>
>>3519138
???
>>
>>3519138
Absolutely do not do this
>>
>>3518146
>>3518176
You send word for some of the officers to return to Bravuria for the winter to help in the recruitment effort. In the same message you relay the command to build basic fortifications (no cost).
You then put together a baggage train of salted meats, pickeld fruits, jams, sugar, flour, salt, beer and wine, warm winter clothing and thick tents for 200 men. (2000 Crowns, +1 morale) You also put in an order for 200 uniforms of high quality making with the option to commission more (800 Crowns)

You inquire into purchasing guns and cannon. There are few people with the license to make cannons on the continent, and they all work for the Crown, and to gather the means for casting big, intricate tools as these is difficult covertly.
Many private citizens have bought cannons from cannon casters in the Old Kingdom over the years. You could try to buy theirs, or put in an order somewhere across the sea.
A friend of yours, originally a Heimreichian poet, suggests to you that you could enlist bellmakers to cast you a cannon.

When you write an encoded message to Gunther Block, his response is that he is willing to sell you weaponry as long as you smuggle it in yourself.

You spend the rest of the month attending private functions, public gatherings and cellar meetings to convince rich citizens to donate to your cause (roll 3d6 for this please. you are adequate at this task)


At the end of the month, a letter reaches you per exhausted rider. It is a short report of the situation by your chief officer, Charles Darling. It tells of a proclamation that the Princeland assembly passed at the first day of snow: That Princeland is ungoverened by the Crown until the King has remedied the failings in legality of the government. The de facto state of independence of Princeland is now de jure. The hourglass has been turned. The letter includes the proclemation, which calls for the other territories to join them, to campaign for which, Princeland will no doubt use the winter.

It is now winter. This makes morale a fragile thing. Give me your actions, and that of your army

>Army:
200 Militiamen
10 Officers
>Navy:
2 trade ships
50 sailorsre involved in a war on
>Morale:
8/10
>Resources:
65.450 Crowns


Actions in Progress:
[Recruit 12/500 men] 3/?
[Train militiamen into Experienced militiament] 3/?
[Uniforms] 1/3
[Gather funds] 1/2
[Fortify the camps]1/2

Actions completed:
>>
Rolled 4, 3, 2 = 9 (3d6)

>>3519982
Let's look for private citizens willing to sell cannons
>>
>>3520013
You inquire with your friends for citizens which have prepared adequately for the possibility of tyranny within Bravuria. In Princeland, you know, it wouldn't be a problem to find some two pounders hidden under tarps in every rich land owner's stables, but Bravuria is less patriotically inclined. Your lawyer friend, who had previously told you about Mitchell, gets you into contact with a merchant who is supposedly sitting on some considerable armament, as well as an associated amount of debt.

It's raining outside the tavern you agreed to meet. It's raining that thick, slow kind of winter rain which is no less freezing than snow, but a thousand times more penetrating. Your coat is soaked in icy water as you enter the establishment, ignoring the wooden sign telling you its closed.
Inside, all tables are stacked with chairs for sweeping, all except one. There sits a man, just as you expected, but with him, a woman, dark haired, and dressed in a modest dress, covering her neck to the chin, though her posture tells you this is not what she is used to wearing. The man doesn't look up as you enter, but the woman lifts the small glass of transperent liquid as a greeting.

"Mister Crawford. We were wondering when you'd come. Have a seat."

When she sees your reluctance, she smiles and explains: "My name is Willhelmina Gorge. You have met my husband, he is the representative of Princeland. I am here to negotiate your participation in the taking of Ardadike."

>We will not participate under any circumstances
>Here is what we want: (Write in)
>What can you give us?
>We will help to take the city out of duty alone!
>Other (Write in)
>>
>>3520040
>We promised aid we keep by that promise. Tell me what you need and I will try to provide best to my capability.
>>
>>3520064
Idk what would we want from them. Info on their forces and contacts, something that would help us acquire weapons.
>>
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>>3520064
>>3520070
"We promised aid we keep by that promise. Tell me what you need and I will try to provide best to my capability." you say.
After a pause, you add: "Provided you will share the information prudent to the war effort. We need to be informed, if we are to help you. That, and well equipped."
Willhelmina empties the drink in her hand and suppresses a cough the liquor provokes.

"To the latter point, our friend here" she gestures at the man sitting across the table to her "is just who you think he is; He will sell you some artillery, won't you, Michael?
"As to what we need, it is your participation in a campaign in the spring, or earlier if need be. We have to take Ardadike before it is reinforced. Now that we have made out rejection of the territorial government, we must take the city or we have a beach head of the enemy within our borders. If all the territories unite, this war can be won within the year."

Will you
>Enter Bravuria into open rebellion with princeland and new Olontes
>Stay in your current position
>Something else

Quite apart from all this business, you have the option to buy up to six two pounders for 1000 Crowns each, two mortars for 2500 Crowns each and one eight pounder for 6500 Crowns.
>>
>>3520076
>Enter Bravuria into open rebellion with princeland and new Olontes
We have nothing lose at this point
>>
>>3520076
>>3520085
Backing
Also what are the mortars exactly? cause im not sure if im picturing them right for the tech level
im thinking four 2 pounders and the 8 pounder for cannons
>>
>>3520076
>Enter Bravuria into open rebellion with princeland and new Olontes

This will cut our established trade, but it wasn't very likely to last anyway.

Six two pounders for 1000
Two mortars for 2500
One eight pounder for 6500 Crowns.
I say buy everything
We will need every piece of equipment
If not for fighting for training

>Ask Wilhelmina if she has someone that could teach our man how to use this canons?

>I would also give cannons to Princeland. Only leave 2x2 pounders and 1 mortar
>>
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>>3520088
pick related is a mortar. It is used to shoot over thick walls

>>3520085
>>3520088
>>3520094
"Nothing to lose at this point." you say, more to yourself than to the woman. As you are shaking hands, you promise to submit the proposition in the territorial assembly to give in to the popular demands for a proclamation of self governance.
You then ask "Concerning the cannon - your men would not happen to include some which could train ours to be more proficient artillerymen?"
"Sadly, while the men of Princeland are full of piss and vin... that is to say, full of vigour, and while we have a good amount of ordenance, we are as lacking in competence as you are. While there are of course the odd military men throughout the colony, only Honoria is densly packed with them, and we have not yet brought that colony to budge.
"We have however heard of you entertaining relations with Heimreich. It might be prudent to hire some of their stock of officers."

>>3520088
>>3520094
You buy everything (-(6000+5000+6500)=-17500) and make Michael a very happy merchant. The pieces will be delivered by carts to your camps up north.

>>3520013
Fair success.
In your search for financers, you gathered about 5000 Crowns in private donations. More importantly however, you have procured the friendship of a plantation owner from the Maternial Palatinate who is willing to supply you with cotton and Fortuna at a discount. As a sign of good will, he gifts you a ship's load of cotton.

In Princeland, your militiamen have finished digging in just as the ground started to freeze over. They are reportedly enjoying the supplies you have left them with. The reports also bring rumours that the Old Kingdom regulars have started confiscating powder around the Arda countryside, though they are not substantiated.

It is still winter. There will be a local assembly of Bravuria in which you can submit motions if you want.
Please give me the actions for both
>You
and
>Your army

>Army:
200 Militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2 trade ships
50 sailors
>Morale:
8/10
>Resources:
53.950 Crowns
1 ship's load of cotton

Actions in Progress:
[Declare Self-Governance] 1/2
[Recruit 20/500 men]4/?
[Train militiamen into Experienced militiament] 4/?
[Uniforms] 2/3

Actions completed:
[Gather funds] 2/2
[Fortify the camps]2/2
>>
>>3520108
sorry, the real number for your finances is 53.950 Crowns
>>
>>3520108
>>3520110
Oh shit, I'm on a different network so different ID. Well time for a belated tripcode
>>
>>3520108
thanks! and those would be useful good call anon
so lets have our militia start recruiting people more actively using some of our cash reserves to help it and we personally should look around for a local militia or two to recruit wholesale
>>
>>3520108
>and make Michael a very happy merchant
I forgot to write that we should haggle. What kind of failure of a merchant we are.
>>
>>3520116
crap thats a good point... oh well sometimes just paying the tag price is the best move
>>
>>3520108
>Your army
Star asking and if that don't work buying powder from locals.
>You
Try to flip on of neutral state into supporting
>>
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The democratic assembly of Bravuria convenes in a modest courtroom in Musketon, close to the governor's city residence.
There is only one item on the docket today. All eyes are directed at you, already when you enter. The chair declares the start of the meeting and calls you forward.
You talk for a while, some prepared, some not. You talk about freedom, property rights and tyranny. You give suggestions of how a local proclamation might look like, what it should contain. You stress the irreversability of the matter.

A vote is called for.
Your motion is passed.
Bravuria is in rebellion.
The proclamation is drafted within a day. It might not be perfect, but it's passionate. Before any decision is revealed to the public, thousands of copies are made in a singular printing press belonging to the chairman.
As they are distributed, like a wave, pulic outcries of elation sweep through the city. The governor's residence's doors are locked.
(+2 morale)

>>3520113
>recruit more actively
You decide zo put out a 5 Crown enlistment bonus, and either that or the public knowledge of the purpose behind your militia has people flock to your cause (-2000). You have 400 badly armed, untrained, but excited men under your command in Bravuria.

>>3520120
Your men, now more and more well trained, try to buy powder, but no one in Princeland is selling. There are even cases where your men are mistaken for Old Kingdom regulars and turned away at gunpoint.
Relatedly, you hear rumors that a militia leader still in Ardadike is planning a raid on the King's powder storage.

In the meantime the uniforms are done. They are warm, strapping and (what colour do you want?) Do you want to outfit half of your men here with them or send them up north?

It is still winter, but your men would follow you into the coldest circle of hell. What are your next actions for
>you
and
>your army

>Army:
100 experienced Militiamen
100 Militiamen
400 green militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2 trade ships
50 sailors
>Morale:
10/10
>Resources:
50.950 Crowns
1 ship's load of cotton

Actions in Progress:
[Recruit 420/500 men]5/?
[Train militiamen into Experienced militiament] 5/?

Actions completed:
[Uniforms] 3/3
[Declare Self-Governance] 2/2
>>
>>3520124
>>Army:
>>Bravuria
>Move 4 officers from recruiting to training soldiers locally
>Use militiamen to seize Old kingdom assets foundries, shipyards etc
>>Ardadike
>Ored Militiamen to cooperate with local forces

>>You
Try to convince Honoria to join the rebellion
>>
>>3520124
>you
Continue recruiting militia men
>army
Have the officers train the green militia men
>>
>>3520124
uniforms
>send them up north
colour
>grey
if anyone have other ideas we can decide on it later
>>
>>3520133
gonna be off for a bit
>>
>>3520133
>>3520124
Backing but look for some officers too

and im cool with greyt as the starting color for our uniform
>>
>>3520132
Immediately following the winter proclamation, two schools of thought battled: The idealists versus the pragmatists. The idealists argued that self governance and property rights were what was being fought for, and so the property of the Crown should be left to them just as much as that of the citizens to them. The pragmatists on the other hand argued that now was the time to strike, and to confiscate as much of the Old Kingdom's machinery of oppression as possible. You show your position in this fight through action.
You send out the greens to take the Musketon dockyard which, while not in possession of the Crown, was nonetheless constantly manned by soldiers to make sure it builds what the Crown wants.
Yours is not the only militia which is engaged in seizure of public property, and Musketon not the only place in Bravuria to do so. Mobs are taking over the bureaus of the Grand Company and the Royal bank in central Musketon.
roll me a 3d6 for this. You are bad at this task.

>>3520132
>Try to convince Honoria to join the rebellion
With no more detail than this, you'll get a big ol' penalty on this roll. Either give me more details as to how you want to do it, or just roll a 3d6 and live with the consequences. You are adequate at this task.

>>3520133
You finish recruiting the 500 by paying out another 400 Crowns. (-400)

>>3520132
>Order Militiamen to cooperate with local forces
Together with the uniforms, which are a sporting light grey, you send the orders to cooperate with local militia. This will mean that they will engage in preferably, but not necessarily, non-lethal raids on powder towers and forts near Ardadike.

>Army:
100 experienced Militiamen
100 Militiamen
500 green militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2 trade ships
50 sailors
>Morale:
10/10
>Resources:
50.150 Crowns
1 ship's load of cotton

Actions in Progress:
[Take the dockyard] 1/2
[Train militiamen into Experienced militiament] 6/?

Actions completed:
[Recruit 500/500 men]6/?
>>
>>3520173
Additionally to the rolls above:

It is still winter, but your men would follow you into the coldest circle of hell.
What are your next actions for
>you
and
>your army
>>
Rolled 3, 4, 3 = 10 (3d6)

>>3520189
>You
Use our friendship with the plantation owner who is willing to give us a discount, to expand our smuggling...I mean trading operation.
>Your army
Continue drills, maybe incorporate the canons.

Rolling for militia. For the convincing the person figuring out what to say can roll
>>
Rolled 2, 4, 6 = 12 (3d6)

>>3520173
roll is for seizing the shipyard
we should probably look into securing a means of arms/ammo production too just spit balling but backing >>3520224
>>
>>3520173
>With no more detail than this, you'll get a big ol' penalty on this roll. Either give me more details as to how you want to do it, or just roll a 3d6 and live with the consequences. You are adequate at this task.


I will think about something.
>>
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>>3520253
Alright, I'll leave you to it for next turn then

>>3520224
You set up a meeting down in Herta with the plantation owner, who's name is Abraham Stoutfoot, and you get into negotiations give me a 3d6 for this, and if there is specific stuff you want, tell me. You are excellent at this task.

In the meantime, your greenhorns maraud through Musketon >>3520224 mitigated failure.
You have the shipyard. You, or the patriots, or the militias, it's not quite clear yet, there is dispute over it for now. It's in your hands anyways. But there shots fell. Blood was spilled. And God dammit, if there weren't deaths. Two of your boys were shot dead by the four Kingdom guards stationed there before they surrendered.
Quickly after, the mob went over to the governor's house, broke in, and, upon seeing that the man himself had fled, dragged out his secretary and hung him on the door frame.
This will escalate things. There are probably around three hundred Crown officials, judges, soldiers, tax collectors and the like, throughout Bravuria. The intent had been so far to confine them to their homes and take over governance. But now they have much to fear. Not to mention what will happen when the secretary's neck cracking is heard in Ardadike.

>>3520224
the militiamen up north, though you don't know it yet, being in Herta, have completed their training to the extent the officers can train them. It'll be difficult to learn to use the ordinance without giving away the location of their camp and painting themselves as a threat to the Regulars.

It is waning winter. War is inevitable, violence at hand.

Tell me what
>you (after negotiating smuggling operations)
and
>your army (keep in mind it is split between Bravuria and Princeland, and you have not been in Princeland for some months)
should do.

>Army:
200 experienced Militiamen
500 green militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2 trade ships
50 sailors
>Morale:
10/10
>Resources:
50.150 Crowns
1 ship's load of cotton
access to a understaffed dockyard

Actions in Progress:

Actions completed:
[Train militiamen into Experienced militiament] 7/?
[Take the dockyard] 2/2
>>
>>3520290
correction: 498 green militiamen
>>
>>3520290

We will be needed at Ardadike. March to Princeland with our new forces, leaving a hundred to garrison the Dockyard.

Dispatch a shipload of cotton for sale in Dortigland, hoping to conceal on the return journey a load of guns and any artillery officers we can hire from Block. Let him know we've an open port to trade without any restriction in Musketon.

Once in Ardadike, prepare to co-ordinate with the rebels within the city. I advise seizing the heights to the north of the city, if we can, with our experienced men.
>>
>>3520296
Aye.
>>
still need a 3d6 for negotiations
>>
Rolled 5, 1, 3 = 9 (3d6)

>>3520296
>>3520290
backing this guy
also can we have recruitment going on in the background to keep our numbers at 700?>>3520328
>>
>>3520253
>>3520290
I will drop it for now i can't come up with something more elaborate
Sorry
>>
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>>3520337
great success. You establish a direct trade route between you and the plantations. You promise to use the profits for freedom of the territories, and in exchange payment is expected only after the fact. Immidiately carts are filled with fortuna for the next shipment.
You also send your ship full of cotton to Dörtigland - you do not know if the Heimreicher's are in any need of it, but it doesn't hurt to try, and it might be good bargaining power for guns and officers, and it sends a message.

Before you start your march, you keep a hundred boys back to guard the shipyard.

>>3520296
>>3520316
The tell of the hanged secretary precedes you. As you march through Honoria, you are presented with a warrant for your arrest by a trembling Crownsman. You decide to keep off the main roads until you enter Jorania. There, men flock to you to march with you, a mob not under your control but sympathetic to your cause. They bring with them flutes and drums.
As you enter Princeland, at Busan you meet with the local militia captain who informs you that he and his forty militia men are on their way to Selmy, where a relief force is mustered which should support the forward forces marching on Ardadike. You continue your march and find bells toiling everywhere, for the march on Ardadike is commencing, there is tell that at the alst snow, the retaking of the city will begin.

At Camp Crawford you are greeted by your officers and told that the militias are gathering in Boredam and at Fort salt, north of Ardadike. He gives you an updated map of Ardadike with all new defenses you know about and tells you that Dekmore was already ceased by the Crown and that there is talk of a force of Regulars being mustered to take Livton. From there, the natural direction they would take in eradicating militias is west, right towards Camp Darling. You command immidiate move out, to seize the city's north.

Roll me a 3d6. detailed battle plans get rewarded. You are poor at this task.


>>3520337
So long as recruitment is going as well as it does, yes you can.

>Army:
200 experienced Militiamen
500 green militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2 trade ships
50 sailors
>Morale:
10/10
>Resources:
50.150 Crowns
1 ship's load of cotton
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Take (something) to the north of Ardadike] 1/?
[Trade with Dörtigland] 1/?
[Recruit away the losses] 1/-

Actions completed:
[Build a steady trade route with the Palatinate]
>>
Rolled 3, 3, 4 = 10 (3d6)

>>3520401
>>
>>3517120
What soft/brushes/tutorial were used to make the map?
>>
>>3520401

Shamrock Hill is the best target we can go for, along with Black Pear and the Lighthouse. Split into two columns, one of 100 new recruits and the rest the remainder of the army.

The Smaller column advances along the coast and takes the lighthouse in order to fortify it as a strongpoint and to help confuse any reinforcements coming to Crownsmen.

Have the rest of the men swing around and march quickly at dusk up Shamrock Hill. Send from there 100 of our trained men to take Black Pear, peacefully if possible, overnight

Fortify a position on the heights overnight and in the morning, before the garrison at Dekmore can respond. Set up the guns in that direction. and prepare. If we can hold it, the hill gives us the ability to threaten the entire city with artillery, while cutting off the road south, while the Lighthouse gives us a base of operations and a way to disrupt royalist shipping, messengers etc.
From there (Maybe next turn, depending on how well this goes) I'd advise shelling Dekmore until the Garrison is forced to charge uphill at us. With any luck, they'll flounder on the night's trenches and fortifications and we'll be able to chase them all the way back to Dekmore, which we can hold to split the Royalists.
>>
>>3520427
Kira with fineliner and Mediabang Pro with the normal brush. They're interchangable mostly
>>
>>3520433
Good plan
>>
A little question op, which territory is most feudalistic, or filled with nobles from the old country?
>>
>>3520448
none of them are filled with nobles from the old country, but the most feudalistic is probably the maternial palatinate. It doesn't have an appointed governor, but a palatine count which has pretty strong autonomy there. In practice though, the guy is always in the old kingdom and the territory is ruled by a religious council.
>>
>>3520437
So basically hand-drawn
>>
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>>3520413
mitigated failure, but:
>>3520433
good plan, making it into: mitigated success.
You decide to attack from the south, avoiding the forts set up mostly in the direction of savage insurgencies. During the late hours of the night, your men climb the hill, and begin to hunker down but as morning dawns, and the fortification effort has just begun, your scouts report of a column of Crownsmen on their way to Livton turning around, to confront something they have spotted in suspiciously YOUR direction.
You have no reason to suspect the lighthouse not to have been taken, and send out militiamen, covered by the slope of the hill, to enter Blackpear.

A shot is fired. One of your militiamen has discharged their weapon in the direction of the lining up enemy. It looks from here like 250 men, but the depth of their ranks is not readily visible as they march for you. faint drumming is heared, and inside the city, a bell rings.


You know that from the south, the bulk of your forces, numbering in the thousands, is on their way up here, and from the north there must be detachments taking forts.

What is your next step? (Battle time - Action will stay at the battle for the next few turns, we will zoom out afterwards)

>Army:
200 experienced Militiamen
500 green militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>>
>>3520474
>497 green militiamen
Open fire
>>
>>3520474
Open fire with the artillery, maybe they'll reconsider charging at high ground artillery. Tell our men to hold their fire until the enemy is within effective range and to use the fortifications (if any are already usable, additionally use wagons etc. as improvised cover), where no cover is available have the first row lay down and the second kneel, then have everyone shoot at once. Try to not have one straight line they can position themselves in front of and charge once they come close enough unless we are winning the shootout (which I doubt we will, unless great cover advantage), since our men probably are closer to them in melee than in shooting and reloading /formation warfare skill.
>>
Right, one more thing: In battle time, please assume that every turn will need at least one 3d6.
>>
I'm gonna go eat. I might not be posting until tomorrow, but maybe I will do one or two more updates later this evening.
>>
>>3520474

Is the river between them and us easy for them to cross?

Regardless, shell them as best we can. Try not to make it obvious we aren't experienced with artillery. Have our men on the hill turn and fire for as long as we can, especially while they're crossing the river. Fire on them for as long as we can before getting into melee. (>>3520517)

In the mean-time, have the men in Black Pear quick-march around and try to flank or surround the men marching out of Dekmore.

If we can hold out long enough for the main force to get here, we're golden. We outnumber them, we've got the better position and we've got artillery. They just so happen to be a lot more experienced, but we should be able to hold out with high morale and the promise of reinforcement.
>>
Rolled 2, 4, 1 = 7 (3d6)

>>3520545
Dice gods don't fail us brave patriots.
>>
>>3520547
HURRAH

OH LADS OF BRAVURIA, DOWN WITH THE CROWNLANDERS
>>
>>3520547
FREEEEEEEDOM!
>>3520545
Yeah we good, moral is our biggest advantage at the moment, I doubt they are very motivated.
>>
>>3520545
>>3520517
Supporting those two if that was unclear
>>
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>>3520556
>>3520517
>>3520545
>>3520547
Good Success.
On shamrock hill, you have your men get into staggered, split up formations. As you order some to lie down to shoot, Darling vetos the idea, referencing the militiamen's inability to reload lying down. You order the men to shoot only once the regulars start crossing the bridge. Meanwhile you send down a man to Blackpear for a flanking maneuver.

Your cannon battery bellows, and the line of Royal infantry behind the river which was intent on giving suppressing fire flinch, they all go down to their knees for a smaller profile, and few shots are fired.

From the hill, behind the unfinished defenses, you start shooting at the group crossing the bridge. You see no one fall, but they halt in their advance to find cover, and in the process are confronted by the Blackpear men. Shots are fired there, sporadically first, then something that almost sounds like a volley, and the first regulars fall. A meelee ensues in front of the Arda neck.

In the meantime, the group behind the river opens fire up the hill, forcing your men behind cover and killing a few of them.

From the south, reinforcements come into view, but at the same time, the ship in the bay slowly begins to move

Once the reinforcements are here, you will be able to join them and your moves will be a little more 'zoomed out', but for now:
>what is your action?

>Army:
200-? experienced Militiamen
497-? green militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>>
>>3520630
That ship in the harbour is moving in to fire on us, likely as not. We can't handle that, at least not for long. Dekmore hill looks like it'd offer the proper cover, but if we can't get there we're probably going to end up retreating behind Shamrock Hill.

Turn the 2 pounders and the 8 pounder towards the ship and fire on it. With luck we can scare it off long enough to push them over the river, though we aren't likely to do much damage. Loosen our formation somewhat and keep firing on the men crossing the bridge.

Send a runner to the lighthouse, as fast as possible, and have the men there march around the back of Shamrock hill, cross the river and aim to hit the Crownlanders at their opposite flank.
>>
Rolled 2, 5, 3 = 10 (3d6)

>>3520645
The Dual God, Liberty and Bravuria!
>>
>>3520647
this guy lores
>>
>>3520651
He comes up with good ideas so rolls reflect it
>>
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>>3520647
mitigated failure, detailed plan (though not entirely in line with the ordinance you have available) and >>3520647 piousness! pushes you to a mitigated success.

you make a lot of noise towards the ships, though your field guns, especially the two pounders have problems not only with impact, but also range. Still, the ship seems not in a hurry to show you their broad side, and so your maneuver can be said to have succeeded. Meanwhile you pepper the bridge still with gun shots, making any further crossing exceedingly difficult, while taking the punishment from beyond the river. Down, the melee seems to have resolved itself in a kind of active stalemate: your greenhorns retreat disorderly, but not in all out flight, while the regulars, who leave quite a few bodies themselves retreat towards the city, as their retreat towards Dekmore is filled with flying lead. The militia reinforcements, a force marching in the quarter yearly drill of the militia, but failing to lock up in the sheer quantities of men.
They will come around the hill next turn.

Across the bay, at Blackloft, or even Dares Fort, you can see clouds of powder erupt indicating fighting there.

You also dispatch a man to get the bulk of the lighthouse force to aid you.

>Army:
200-? experienced Militiamen
497-? green militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>>
>>3520681
This is going better than expected! I fear my luck may rather shortly run out, though.

Have the tired Black-Pearl men march up the hill, covered by the men on the heights, before advancing 200 men down into the gap between the now divided Crownsmen. One half to keep an eye on the retreating Crownsmen and to fire into their backs to spurr their retreat, the other to attempt to cross the bridge.

Reinforcements are almost here; with any luck by the time they get to us we'll already have the enemy on the ropes. With the bridge clearing we can advance onto it and over it into the enemy flank while keeping up fire on the enemy themselves. With any luck we can use the beach-head to finish the job.

Someone else roll.
>>
Rolled 4, 6, 1 = 11 (3d6)

>>3520694
Damn, I feel as though this quest was made with you in mind!

I'm going with the P-man, I need to catch up on the current skirmish before making a decision.
>>
Rolled 1, 5, 2 = 8 (3d6)

>>3520681
>>3520694
I'll do that roll good sir
>>
>>3520696
>>3520700
Clearly the dice are not in our favour my common man.
>>
>>3520696
Not to worry. We only need to survive long enough for the militia to get here, which shouldn't be long. We probably won't pull off the flourish victory, but we've done our part whatever happens.
>>
We should try to secure the loyalty of the natives, we always need more men after all
>>
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>>3520696
11 - failure, strong tactics make it a mitigated failure.

Battered and bruised, the Blackpear men climb up the hill, dragging some injured with them and leaving more than a dozen behind. Under concentrated volleys from beyond the river, you send down a large number of men to force a wedge between the city and the bridge. The plan is a good one: Keep the one group of Crownsmen retreating to Ardadike, and move up over the bridge. But the lack of discipline works against you. The ad hoc divided groups coordinate poorly, as the group set to keep an eye on the retreating enemies is suprised by some sharp shooters from Dekmore. As the first of their number falls, killed from a hidden attacker, they begin to panic and direct their fire over the river, letting the men they were supposed to suppress regroup behind the barricades on the neck and return fire.

The other group at least manages to get onto the bridge, but do not manage to fully cross it, instead being greeted by the enemy bayonets.

Accross the bay things seem to go better, as the armament on Dares Fort unexpectedly opens fire on the ship which had been threatening you.

The reinforcements have caught up to you. It is now your decision: Do you want to stay in battle time and micro manage the fight, or doy ou want to zoom out, tell me your strategy and then have the siege be resolved in one or two rolls? However you will decide, this battle will likely not go to its end today as I will only stay for a few more updates.
>>
>>3520776

Announce full-scale, unconditional surrender.
>>
>>3520776
Zoom out, continue the siege and repulse any attempts at breaking out. Oh and try to take out Dekmore while were at it.
>>
>>3520860
Royalist dog!

>>3520869
Zooming out seems right to me. In terms of strategy to bring this thing to an end, I'd advise breaking the enemy across the river with reinforcements, seizing Dekmore and turning our guns on the enemy ships, and then on the city.

Then, fire on anyone or anything that attempts to leave the city that isn't an offer of surrender. Under that cover, march around and seize Hell's Hill. Artillery placed on that hill essentially seals up the city harbour, making a siege possible. The only other way would be to take Arda Castle, and that's not likely. With the harbour closed off by artillery and the only other way out controlled by fortifications at Dekmore and Blackpear, we've all but won the day.

Be wary of the foe in Fort Patience and keep sentries ready in case they attempt to take back Dare's Fort.
>>
okay ya'll I'ma go to bed. I'll probably continue for a bit tomorrow, and we'll hopefully finish up the siege. Please give me feedback as to the length of battles and such because that's something I'm fiddling with
>>
>>3520904
I'm loving it so far OP. We get a good deal of control but it's far from tedious. Excellent maps, great story, solid sandbox. All good.
>>
>>3520776
OP this is a great quest, nice stuff
>zoom out
>>
>>3520776
>Zoom out
Go with >>3520897 for the basic strategy
>>
>>3520776
>zoom out
good stuff op
>>
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>>3520897
>>3521442
>>3521827
>>3521885
>Zoom out
The main froces, lead by Gregor Darington, whose giant figure slowly rides up to you high on his horse, forsaking any sense of safety have arrived. You have a short exchange of words and come to a general strategy: First Bekmore must fall (1), there our ordinance can cover (2) the taking the real gem of the operation: Hell's Hill (3). Once Dekmore and Hell's hill botha re taken, the siege is complete and we only have to wait out the surrender.

You consolidate your forces and note your wounded and dead: from the constant fire from bellow, and in the panic at the neck as well as at the bridge, you lost 37 experienced militiamen. In the melee and at the neck you have lost 21 green militiamen. Your ordinance is unaffected and you have lost no officers.

Darington's forces are fresh and count a strong 6000 brave citizens, and in the north, a force 800 strong is holding Backloft and Dare's Fort.

The enemy has only about 150 men across the bridge and fewer than 100 behind the barricades towards the city. But on the defenses erected behind the neck's gate, there seems to be at least another company. The rest are either in reserve or otherwise engaged.

Much of the legwork will be done by General Darington's men, but I will still need a 3d6 for your part in the operation. You're bad at this task but get bonuses. Depending on how this roll (and mine) go, there might be one more turn of fighting after this one.

You can give extra instructions to the 3d6 roll if you want to, but you already have a fair tactics bonus.

>Army:
163 experienced Militiamen
486-? green militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>>
Rolled 6, 2, 6 = 14 (3d6)

>>3521968
Dice gods bless us freedom fighters
>>
>>3521975
This Is Not Good News
>>
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>>3521975
>Didn't call on the one true two-part-God
Bad Failure. Fair tactics bring it down to: Bad Failure. Good thing you've given yourself room for error with your performance thus far

The charge over the bridge is called as the Crownsmen retreat, leaving a few bodies behind, and the militia charge right into sharpshooter fire. It's not concentrated volleys, but it's enough for some in front to get down, plugging the bridge. Once a good amount of your men is on the other side, the regulars have already taken position to shoot at them again. Meanwhile, the mass behind the congested bridge is being peppered by shots and return fire, as a fresh company exits the city and charges under fire support of the entrenched regulars, flanking your forces and giving very little surface area for your men to shoot at them from above. An extended melee is the consequence, which ends in an orderly retreat by the regulars and a further hour long stand off.

In the meantime, Darington's men have exhausted the enemy's supply of powder and finally climbing up Dekmore hill owing only to their extremely high morale which is unbroken by the field of corpses they leave behind.

Two dozens of regulars are taken prisoners, the rest retreat to the beach, where they get fire support from the ship's marines, and boats are dispatched to help them.

Boats, you hear after the battle is over, have also been used in the north. during the delay that the fighting brought, the Crownmen have taken Hell's Hill from the harbor and entrenched themselves in the town. they control hell's island (the peninsula) and both entrances to it, as well as the western side of Doris island.

You have taken Dekmore, and kept Dare's fort (you hear later that fort patience was also taken before the battle even began), but the harbor is uncontestably under Old Kingdom cover. While Dekmore is under your control, the threat of shelling from the sea makes it a poor base camp, even with the helpful cover from Dare's fort.

The regulars retreat into the city, their death count in the final battle seems frustratingly low compared to your casualties, most of which are on Daringtons troops. You too however lost another 10 militiamen and 14 greenhorns to death or heavy injuries.
(cont.)
>>
>>3521986

Darington meets with you later, in the double-steepled church of Hillsted where the general's staff for the siege are situated.
The man always looks gloomy and grim, so you cannot gauge his mood.

"Well, Mister Crawford." he says. "I thank you for the groundwork you laid. Without you, we would not have been able to encircle the city, be it as partial as it was."
He offers you a cup, the contents of which look like tea, but smells like liquor.
"Looks like this siege will be going on for a while longer. What are your plans going forward?"

You answer (and as you know, details and embelishment are good for you)
>“I will stay with you. You will need every man in this siege.“
>“I will return my men to camp and try to replenish our losses.“
>“I will return to Bravuria. We might have to deal with similar problems soon.“
>Different: write in

And relatedly, give me your actions fort he next turn for
>you
And
>your army

Btw: -1 morale
>Army:
153 experienced Militiamen
472- (no longer green) Militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2 trade ships
50 sailors
>Morale:
9/10
>Resources:
50.150 Crowns
1 ship's load of cotton
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] 2/?
[Recruit away the losses] 2/-

Actions completed:
[The assault on Ardadike]
>>
>>3521988
>“I will stay with you. You will need every man in this siege
>You
I have nothing
>Your army
Dig in and further fortify Shamrock hill, additionally move half our forces just south of Delmore and dig in there, behind the hill and out of sight of the ship.
>>
>>3521999
Thought of something
>You
Ride through the nearby settlements asking them to send men, but also weapons, powder, tools (for fortifying), food, drink, tents, blankets and whatever else they can spare. This is the great war for our freedom and independence from tyranny, would they not want to tell their children one day they contributed to it as best as they could.
>>
File: Gregor Darington.png (262 KB, 604x802)
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>>3521999
>>3522010
>“I will stay with you. You will need every man in this siege
You set up camp behind Shamrock hill, and have your men dig in on top, effectively building a fort there. Occasionally you are bombarded from the sea, but the ships thankfully seem to want to conserve their ammunition. The King’s men are waiting.
You resolve to stay with your soldiers in Princeland and try your luck in propaganda, asking for supplies in the surrounding villages – Men you will hardly find, for they are all in the militias amassing at the siege (the count has grown from 6000 to 10.000 over the weeks, even though hundreds died in the taking of Dekmore), but food, clothing and that all important powder might still be supplied. Roll 3d6, you are poor at this task.

You receive a letter from Bravuria. The democratic assembly there has taken residence in the governor’s offices, and the courtrooms throughout the territory are being staffed with patriots. There are of course certain hiccups, the Bravurian hinterlands seem to elude control, the relationship with the neighbors is a difficult one, and then there is the blockade. Two of the ships from Ardadike have set themselves up right outside of Musketon and they are forcing back all ships coming in or out of the city. Since they can be supplied by ships coming from Ardadike, they are there for an indeterminate amount of time. And worryingly, you have not heard anything about your cotton shipment to Dörtigland.
On a happier note, your recruitment offices in Bravuria have already hired 50 greenhorns to replace some of your losses (-250 Crowns). Do you want them to march up to Princeland or stay in Bravuria, together with the 100 green Militia manning the shipyard?
It is the last month of winter. War is upon you. Give me your actions for:
>You
And
>Your Army/Assets

Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Army:
153 experienced Militiamen
372 Militiamen
150 green Militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2 trade ships
50 sailors
>Morale:
9/10
>Resources:
49.900 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Encourage donations] 1/2
[Trade with Dörtigland] 3/?
[Recruit away the losses] 3/-

Actions completed:
[The assault on Ardadike]
>>
Rolled 1, 6, 6 = 13 (3d6)

>>3522031
>You
Ride back home to give a status report, see if they can send us more supplies after having seized so much stuff.
>Your army
Continue the fortifications and begin to sneak men into the city, since the land bridge is probably well controlled, have them swim or use small rowboats at night. They should hide out in the civilian population, rallying them to our cause and commuting acts of sabotage and maybe slaughter a small patrol every once in a while. Only if we take the city by storm should they openly attack.
>>
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>>3522060
having set up fortifications and dug trenches, you turn around to visit Bravuria once again, now that the snow has melted, and maybe there you will be able to procure more supplies. Your efforts up in Princeland had the opposite effect; You have made yourself known as a non-native, and undeservingly received the reputation of an opportunist who has only joined the effort to profit off the land. Seeing as this misunderstanding is good neither for you nor your soldiers, you decide to leave for now before the unfair prejudice has an effect on your men. Before you go, you impress on them the plan that they should infiltrate and internally sabotage the city.

Arrived in Musketon, you are confronted by a disgruntled citizenry. The coastline of Bravuria is small enough for the Crown to keep tabs on it all, and the harbors of your neighbors are closed to you for fear of similar treatment. Your merchant friends, as you are yourself, are sitting on merchandise. You will at some point have to pay the ship's load of Fortuna as well that is sitting in the harbour. Still no sign of your cotton-bearing ship either.

To make things worse, it seems like there is evil brewing in the hinterlands. A raid was carried out on the border town of Baring, the sheriff and all his deputies killed, several innocents as well. The cattle stolen and - curiously - the bank emptied. Many are quick to blame savages, others talk about Royalist vengance, others still outlaws.
What is sure is that peace rules not in the Bravurian Hinterlands between Lake Edwin and the Bravo Bay.

Still, you attend the meeting of the democratic assembly and ask for supplies seized in the coup. If you want, tell me exactly what you are looking for, where you think it could be taken from and how you argue for it. You don't have to, but it helps you.
Give me a 3d6

In Musketon, anther 20 have joined your cause (-100 Crowns), making your entirely green presence in Musketon 170 bored men.

>Army:
153 experienced Militiamen
372 Militiamen
170 green Militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2 trade ships
50 sailors
>Morale:
9/10
>Resources:
49.800 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Resupply from Crown Possessions] 1/2
[Trade with Dörtigland] - ON HOLD
[Recruit away the losses] 4/-
[Infiltration of Ardadike] 1/?

Actions completed:
[Encourage donations] 2/2
>>
Rolled 6, 2, 1 = 9 (3d6)

>>3522082
Here ya go
>>
>>3522082
I forgot to add that of course:

It is spring. You are at war and there is unrest in your home. But you are free.
Give me the actions for
>You
And
>Your Army/Assets
>>
>>3522085
We want another trade ship, with the promise of giving the men half the profits.
>>
>>3522088
>you
Start making connections among the merchant class of Bravuria
>Your assets
Start giving some crowns to the people of Musketon, that should give them some rest
>>
>>3522085
you are good at this task, a 9 but no exceptional strategy = fair success.

At the assembly you wait impatiently for your turn to speak. There is a lot going on, and now that this is the ruling body of the territory, it is no longer the case that matters are brought forward to be discussed theoretically, but actual action has to occur. The situation that Bravuria is in necessitates that action to be quick, decisive and efficient. It appears to be none of those things.
The raids in the hinterlands are discussed, and the local militias charged with dealing with it in absentia. The blockade takes up a large part of the discussion, and at the end the recommendation to simply ship from Egglesport instead of Musketon and travel along the coast southward to Larian buyers seems all that can be decided on. There is very little tax income possible at the moment, for whcih private companies are charged.

Finally you receive your turn. You give a short account of your experience in Princeland, and of the costs involved therein. You exaggerate the plight of the camping soldier for effect and note that much of the money you are putting towards the war effort is your private property, and that it seems that one of your ships might be lost. You therefore demand a new one.

There is little discussion following this. Francis Barfull, the mayor of Clearbreak simply agrees to give you the largest of the three ships confiscated from the Grand Company. No one can use it anyways he says, the blockade being what it is, and he is of the opinion anyway that their seizure was unconstitutional. He'd be happy to get rid of it. (+1 trade ship)

You spend much of the rest of the month speaking with your friends and colleagues in Musketon and beyond. The frustration with the halt in sea travel is palpable, and only exasperated by the difficulties to pass to Bravuria. Almost all trade at the moment is going to the Palatinate - and that has always been mostly a one way street.

You decide to do something about it, at least among the citizenry of Musketon. You charge some of your greenhorns with distributing money to those who have suffered from the embargo, To make a real difference in public opinion you will have to pay out at least 9000 Crowns (Please CONFIRM before I do this as you might not have expected this sum)

From Princeland you hear tell that while some of your men have entered the city, three of them were caught and will likely be questioned. The operation in Ardadike will continue, but it will eb under watchful eyes (-3 experienced militiamen)

(cont.)
>>
>>3522102
It is spring. You are at war and there is nrest in your home. But you are free.
Give me the actions for
>You
And
>Your Army/Assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Army:
150 experienced Militiamen
372 Militiamen
170 green Militiamen
10 Officers
6 2-pounders
1 8-pounder
2 mortars
>Navy:
2/3 trade ships
25/50 sailors
>Morale:
9/10
>Resources:
49.800 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] - ON HOLD
[Recruit away the losses] 5/-
[Infiltration of Ardadike] 2/?

Actions completed:
[Resupply from Crown Possessions] 2/2
>>
>>3522102
>Please CONFIRM
don't give money to people
>>
>>3522088
>You
Try to negotiate the overland transfer of our trade goods to non blockaded harbors and shipment from there to paying customers.
>Your army
Move the new recruits to the hinterland to find out who is responsible for the unrest/robbery and establish order again
>>
>>3522102
>please CONFIRM
Wow, that much? Yeah no
>>3522108
This
>>
>>3522103
>You
Try to negotiate the overland transfer of our trade goods to non blockaded harbors and shipment from there to paying customers.
>Your Army
In army tab could you split it where which assets are?
Do we have any officers in Bravuria?
Send
30 man to Oarfoot
30 man to Baring
30 man to Arinswart
Scout
Sites that produce military equipment foundries etc
>>
>>3522112
This
We should get bell makers to make cannons soon and we'll need to break the blockade somehow
>>
>>3522104
There were no foundries in Crown possession in Bravuria, but there are a number of private ones that are now free to make armament as long as the iron supply lasts. Depending on what you want, the price there would differ, and production is of course bottle necked through available metal and especially competent casters, but roughly you can get field cannons made at costs between 1000 and 7500 and siege cannons at costs between 5000 and 20.000 for the realest of dealest. A two pounder might cost 1000, 4 pounder 3000, an eight pounder closer to 6000 and a high calibre howitzer 7500. A siege cannon with 12 pound balls would cost 9.000, and it goes all teh way up to 26 pounds getting more expensive each steps.

And then there are of course Scharfmetzen...

You comission a small war ship for 15.000, which you could try and cut corners on for a 3d6, and occupy your space in the shipyard for it.

>>3522112
will split, but when I forget to do it, it's on you to spot the mistake. People will not teleport from place to place because I am forgetful, fair warning.

You send out 90 of your greenhorns in Bravuria up to the Hinterlands at Lake Edwin, thirty to each of the large cities and one to Baring, where the last raid occured. You hope the exercise will be more productive ideas than loitering in front of the shipyard.

Then you put on your best clothes and trave to:
>Honoria
OR
>The Materinial Palatinate
OR
>Other (write in)
(You decide) to open up new on land trade routes. You are excellent at this task. Roll me a 3d6 (details help you know the drill).

From Princeland, you hear tell of a Sortie of some Crownsmen which managed to shortly storm Dare's Fort and are now somewhere in the northern wilderness of Princeland. You also hear that preperations have started for the third Continental Assembly at the start of summer.

It is spring. You are at war and there is nrest in your home. But you are free.
Give me the actions for
>You
And
>Your Army/Assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Army:
Princeland:
150 experienced Militiamen
372 Militiamen
7 Officers
6 2-pounders
1 8-pounder
2 mortars
Bravuria
170 green Militiamen (90 in the hinterlands)
3 Officers
>Navy:
2/3 trade ships
25/50 sailors
>Morale:
9/10
>Resources:
34.800 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] - ON HOLD
[Recruit away the losses] 6/-
[Infiltration of Ardadike] 3/?
[Build a warship]1/8

Actions completed:
>>
Rolled 5, 2, 6 = 13 (3d6)

>>3522118
>>
>>3522118
>Honoria
>You
Dont really have an idea for this. Maybe while we in Honoria look for people with power that support rebellion
>Your Army/Assets
Bravuria
Send 2 officer to recruiting more man and fellow officers if they found any. Give them 800 crowns for this task
One officer send him to hinterlands with ten more man to oversee action and to make attempts to deal with local problem
Leave 30 man at shipyard and sent rest of them to patrol outskirts of town. Cycle them between these tasks
>>
>>3522118
>Honoria
>You
Go undercover while visiting honoria
>Your army
Have the greenhorns train
>>
I'll be out for a bit ya'll
>>
>>3522133
>Roll me a 3d6
I rolled for ship, we need another one 3d6 Anon
>>
>>3522118
>Honoria
Direct neighbor and not blockaded/in open rebellion.
>You
Organize the purchase of two high caliber howitzers and have them delivered to our troops laying siege to Ardadike. Maybe they can do some damage to the ships there.
>Your army
Have each of the 30militia men troops begin construction of a small fort/ fortified camp. Have them hire builders where necessary.
>>
Rolled 5, 5, 2 = 12 (3d6)

>>3522118
>>
>>3522118
>start construction of 2 military ships. We need these to break blockades
>>
>>3522142
we don't have enough funds for this
>>
>>3522144
Yeah we do we have 34800 crowns it would cost us 30k

We need it to break the blockade on our traders otherwise any income we will get will dry up
>>
>>3522145
Let's keep it on hold for a bit longer, maybe taking Aradike will have them vacate the general area and we'll have time to save up for more serious naval power.
>>
>>3522145
And for what we will arm those ships? Or are you planning on ramming them?

Also we have access to one understaffed dockyard so it's not like we could build more
>>
>>3522159
I was assuming the ship price came with the cannons
>>
>>3522131
>>3522133
Your carriage is bound for Honoria and one of its townships. Honoria doesn't have large cities, partially because of the low agricultural yield of the region, partially because of the custom of building towns around the forts which were used in the war to wrestle it - and for that matter Bravuria - from Waton control.
Before you embark however, you give orders; firstly, >>3522131 you redistribute your men. From the people in the shipyard, you put a good amount on patrols around Musketon. The you send 2 officers with 800 (-800 Crowns) Crowns to get you more experienced personell, and one to look after the greenhorns in the hinterlands.
Later you'd receive a letter from that man informing you of the necessity of his presence. He had to discipline four of the boys for attempting to rape a farmer's daughter and defend a sheriff against one group's illusions of grandeur. He also commands the groups to construct small forts (-1500 Crowns)

>>3522137
Secondly, you commission two howitzers at two seperate foundries, so that they can be built at the same time (-15.000)

>>3522126
You leave Charles, your secretary, to try and get the ship built more cheaply, but on your way you recieve tell that all he managed to do is delay work for about a month.

>>3522138
see seperate post

It is waning spring. You are at war and there is nrest in your home. But you are free.
Give me the actions for
>You
And
>Your Army/Assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>Army:
Princeland:
150 experienced Militiamen
372 Militiamen
7 Officers
6 2-pounders
1 8-pounder
2 mortars
Bravuria
170 green Militiamen (90 in the hinterlands)
3 Officers
>Navy:
2/3 trade ships
25/50 sailors
>Morale:
9/10
>Resources:
17.500 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] - ON HOLD
[Recruit away the losses] -/-
[Infiltration of Ardadike] 4/?
[Build a small warship]2/9
[Build 2 Howitzers] 1/5
[Build forts in the hinterlands] 1/3

Actions completed:
>>
>>3522138
fair success

Since inner Bravo Bay is too shallow, too rocky and too treacherous for continuous sea travel, the Honorian ports [map forthcoming] line its outer coast, in places more decided for their defensibility than their economic import.

One of those ports is the town of Trifist, a community large for Honorian standards, encircled by a wall as is custom, and there you are received by a merchant and friend of the revolution, Julius Forsight, in a rather humble city home.
In his study, lit by a crackling fireplace, and overseen by a large, empty painting frame, he bids you to sit on his couch and offers you something to drink.
"Dreadful business, that blockade." he says as he drops on a sofa himself. "It isn't good for business here either, I can assure you. And once Jorania enters openly into conflict - and this can come no later than the next continental assembly, we understand that - we will be surrounded by parties to a war we are not fully unsympathetic to.
"It is this sympathy that finds me welcoming you here. It is my business sense however, that finds me asking: What is it exactly that you propose?
"We still have to pay the tariffs on Fortuna, cotton, oil. All we can sell for full profit is wood. I will gladly enter into trade with you - your reputation alone suffices for that - but I *am* curious how you are envisioning our arrangement."

He is ready to work with you for market prices and above average risks. Decide:
>What do you want to trade in
>At which degree of legality
>At which quantities
>Other stuff (write in)
>>
>>3522177
>You
Set up trade of our cotton and Fortuna through Honoria, we need that stuff sold and more funds
>Your army
Have the green militia in the hinterlands drilled into experienced militia
>>
>>3522186
>>What do you want to trade in
Cotton and Fortuna
>At which degree of legality
As low as he is willing to go, fuck tariffs and fuck the government
>At which quantities
All of it
>Other stuff (write in)
We want to hire experienced officers if he can find any willing to join us in the old world, otherwise just crowns.
>>
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>>3522193
You first offer the Fortuna and Cotton you have stored and promise more afterwards. You persuade him to send out the drug to your contact in Dörtigland and the cotton to Laria, in both cases using smugglers rather than official ships. For the payment of the smugglers, you will have to be the one paying, as Julius is the one taking the risks. You also stress that if possible, you would accept payment in the form of experienced officers sent into your employ. With an embrace you say goodbye and send ahead a letter to offload all your Fortuna to be sold in Honoria, and to the officers to start drills.

At home you are confronted with a whole mountain of letters. The most important one is of course one from Claudius Farthing. In it, you are invited to the next Continental assembly, to be held in Honoria, in the township of Carlinkton. It is set for the second month of summer.
The next letter is from Darling in Princeland. It is written in alarming language - From Kingsgate, a contingent of Crownsmen have marched down and started to sack New Olontes. At the same time, ships are known to be coming to Princeland, bringing more troops and a new, less lethargic general to Ardadike. The regulars in the city have been under siege and internal terror for months now, and Darington is considering an assault before they are reinforced.
The third is from the hinterlands. Your men there have been harassed in their construction, food and money has been stolen. The perpetrators, they can now confirm, are white men wearing black cloaks. They are heavily armed outlaws, but the presence of your militiament seems to have detered them from further raids. The officer writing you speculates that they might be the now leaderless Black Boys.
The next letter is from Silence. There, a group of five men who have fought in the Savage wars as officers have agreed to join your cause (-0 Crowns, this is from the money you gave the recruiter)
And the last letter is from a woman from Arinswart, thanking you for the peace you have brought to the hinterlands.

It is the end of spring. You are at war and you are keeping the peace at home. You are free.
Give me the actions for
>You
And
>Your Army/Assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.


>Army:
Princeland:
150 experienced Militiamen
372 Militiamen
7 Officers
6 2-pounders
1 8-pounder
2 mortars
Bravuria
170 green Militiamen (90 in the hinterlands)
3 Officers (2 hinterlands)
>Navy:
2/3 trade ships
25/50 sailors
>Morale:
9/10
>Resources:
17.500 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] - ON HOLD
[Recruit away the losses] -/-
[Infiltration of Ardadike] 5/?
[Build a small warship]3/9
[Build 2 Howitzers] 2/5
[Build forts in the hinterlands] 2/3

Actions completed:
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>>3522238
May I request a map with recent movements, the sacking of New Olontes and other Crownmen activities?
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>>3522253
pic related are the activities of the men of the Old Kingdom so far in the year 746 Anno Imperator.

I sadly don't have a New Olontes map yet, so this is the rough outline. If you need details as to their activity in NO, you'll have to give me a minute, but what you have heard is that they are marching through, taking towns and forts, burning plantations, probably in an attempt to force away the NO militia involved in the siege.
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>>3522264
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>>3522265
Many thanks
>>3522238
>You
Ride to Aradike and coordinate the assault with the other commanders
>Your army
The forces surrounding Aradike will take the city in a coordinated attack with our fellow countrymen and the men already in the city.
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>>3522238
>You
Start to recruit more militia men. Also accept the invitation to the third continental assembly
>Your army
Send 10 militia and one officer to the hinterlands
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>>3522238
Question OP we have experienced Militiamen. To upgrade them from Militiamen status those they nead better equipment? More training?
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>>3522238
>You
Gather more funds for war effort
>Your Army/Assets
Leave one officer to command man in Musketon
Send 6 officer with 1500 crowns to recruit more men set target to another target at least 500
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>>3522272
They'll need three things:
1.Training
2. Officers
3. Salary

point 3 naturally is somewhat optional, but any militia with the values of the continent when not salaried will follow themselves and their liberty, and not do that which soldiers are required to do: Obey orders with complete disregard for their individuality.

The training you are able to give them is unlikely to suffice. You could say that a fourth requirement would be to supply them with equipemnt, but I'd say they could be soldiers even if they were to use their own weapons, they'd just be less effective.
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>>3522270
>>3522278
My fellow patriots, Aradike must fall. Soon it will be reinforced and all our efforts will be for nothing, but if we take it we can fortify it and deny the enemy any chance of an easy beachhead. Additionally the blockade chocking our trade can only be maintained while they have a base there. Aradike has to fall!
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>>3522278
before I process, are you aware that tehe only way to use these six officers is to take them from Princeland?
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>>3522295
>There, a group of five men who have fought in the Savage wars as officers have agreed to join your cause.

What are those doing?
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>>3522301
My bad, you could send at least 5 officers from bravura afterall, but if you want to leave one in Musketon, you'll have to take the sixth from Princeland
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>>3522290
>My fellow patriots, Aradike must fall.
Yeah but why are we needed there? We are not general. We have barely to no connection to our man. So it's not like it will boost morales significantly. Or I'm wrong OP?
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>>3522303
Sorry I got extra one officer from nowhere. Send only those 5.
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>>3522306
That might be true, but we are in charge so coordinating with our allies would probably be easier. I'm fine with only using our army for it, but that needs to be done.We can't have that city be a thorn in our side anymore.
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>>3522306
I'll leave that for you guys to decide amongst yourself. All I will say is that in the siege of Ardadike, the men under your direct command were among the most successful, and that of course your men will only go to organized, radical action when ordered.
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>>3522313
Yeah just send letter to whoever is in charge of a siege "Hey It might be good idea to attack, like right now".
[Infiltration of Ardadike] 5/?
"My man were infiltrating it for some time if you can coordinate with them it would be probably much easier for you"

There is reason we have officers with our soldiers so they can coordinate with our allies.

Fuck, now that I think about it we should pick one of them to be in charge...

Meh they will figure it out
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>>3522316
Since our army can do multiple things at once:
>You
Coordinate the assault on Aradike and accept assembly invitation.
>Your army
5 Officers are send out recruiting as previously described. The troops around Aradike assault the city under our command, together with our allies and aided by the infiltrators within the city.

Is that agreeable to everyone?
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>>3522325
And we can send letter that says "follow this guy orders"
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>>3522325
Since we don't really need to do anything else right now, let's just assume command personally
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First, I gotta do something I forgot before: The situation up north ducks you a morale (-1 morale)
>>3522269
>>3522272
You write a letter to accept the invitation to the Continental Assembly. You'll have to be confirmed by the Bravurian assembly, but you have informal assurance that you will be elected as representative once more.

From your slimming down coffers, you take 1500 Crowns and send out four of your newly found officers to enlist more militiamen from the countryside, which will be easier now than ever, as New Olontes burns. The fifth you send with ten greenhorns up to the hinterlands.
There, three forts have been built, small but significant, at Oarfoot and Arinswart, and even at the border town of Baring. The quite significant staffing makes them an excellent defensive tool, though your officer in charge writes to you that some of the men are disgruntled. This is not what they signed up for.
Nonetheless, twelve Black Boys were arrested recently and are awaiting trial in Oarfoot.

You yourself go on another donation spree amongst the merchants, at which you are quite adapt. Roll me a 3d6!

Recently, there has been a lot of activity around Ardadike. Dekmore has been bombarded from the sea and almost flattened. There are more warships now in Ardadike - this could mean that the blockade in Bravuria is loosened, or, worse, that the reinforcements ahve arrived.


It is the beginning of summer. You are keeping the peace at home, but far away, fields burn.
Give me the actions for
>You
And
>Your Army/Assets
Remember that you can split the attention of your Assets and army, but not of yourself, and that more helpful details = better chances of success.

>>3522326
>>3522330
In response, you send a letter to your representative in Princeland, Charles Darling. It reads: "Follow Darlington's lead. Use the saboteurs if necessary."

>Army:
Princeland:
150 experienced Militiamen
372 Militiamen
7 Officers
6 2-pounders
1 8-pounder
2 mortars
Bravuria
170 green Militiamen (100 in the hinterlands)
8 Officers (3 hinterlands)
>Navy:
2/3 trade ships
25/50 sailors
>Morale:
8/10
>Resources:
16.000 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] - ON HOLD
[Recruit 30/500] 1/?
[Infiltration of Ardadike] 6/?
[Build a small warship]4/9
[Build 2 Howitzers] 3/5
[Trade with Honoria] – 2/?


Actions completed:
[Build forts in the hinterlands] 3/3
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>>3522331
If you insistent on it. I will agree
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Rolled 1, 2, 5 = 8 (3d6)

>>3522333
Donation hunting
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>>3522335
Well we have been rather successful at commanding in the past, so if there is no other pressing matters I'd do it again.
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>>3522333

Send off another officer to the garrisons in the Hinterland with morale-boosting supplies (sugar, coffee, fresh blankets and the like) and 20 further militiamen. Then, march with the remainder to Princeland. The Black Boys will be kept quiet for a while by the garrison.

The Dual god commands that Ardadike falls before the Crownsmen can retake it. Have the men at Ardadike prepare to join any assault by Darington when we arrive. Send orders ahead to start shelling the royalists on Hell's Hill and to send a column of 72 militiamen to set up a temporary camp in the woods north of the city. Send scouts around up north to Hellbuckle Swamp to see if we can't sneak through it and take the Royalists on Hell's Hill from the rear when the time comes.
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>>3522333
>You
Prepare for the Continental Assembly
>Your army
Just have them simply train
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>>3522385
This, fully supported
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>>3522340
great success.
You get individual donations here and there, in the value of 1200 Crowns, but you hit a real jackpot when an old captain who has retired on money lending and a plantation manned by related indentured servants, tells you that his decommissioned ship should still be holding six swivel guns (Stationary small calibre cannons). Afixing them on a fort would boost its defenses immensley. (+1200 Crowns, + 6 Swivel Guns)

>>3522331
>>3522335
>>3522385
You send yet more men and 500 Crowns worth of luxury goods up to the Hinterlands, take the soldiers you have, including the newly recruited ones and march northward. You send tell to General Darington that you will join the assault, and to shell Hell's Hill as well as to set up a camp north of the city.
This march is substantially different than the last one you undertook. For one, you are not stopped in Honoria. The patriots have the upper hand over Royal officials there it seems.
For another, you meet no mobilizing militias. Princeland's armed population is already on its feet. And for a third, you do not enter to the silence before the storm, but to the storm itself.

Shelling can be heard before the powder smoke can be seen. Dekmore is ruins, Shamrock hill a fortress. Hell's hill is being shelled and it is shooting back. All but one of the ships you remember are in the harbor, and two of them are discharging their cannons as well. As you come closer, you can see also, that fires rage within the city.

We will be entering Battletime now. We might exit it very quickly if you decide to not micro manage, but for now, tell me what your next action will be.

>Army:
Princeland:
150 experienced Militiamen
372 Militiamen
50 green Militiamen
11 Officers
6 2-pounders
1 8-pounder
2 mortars
Bravuria
120 green Militiamen (hinterlands)
4 Officers ( hinterlands)
>Navy:
2/3 trade ships
25/50 sailors
>Morale:
8/10
>Resources:
16.700 Crowns
1 ship's load of cotton (?)
1 ship's load of Fortuna
6 swivel guns
access to a understaffed dockyard

Actions in Progress:
[Trade with Dörtigland] - ON HOLD
[Recruit 50/500] 1/?
[Build a small warship]5/9
[Build 2 Howitzers] 4/5
[Trade with Honoria] – 3/?


Actions completed:
[Build forts in the hinterlands] 3/3
[Infiltration of Ardadike] 7/?
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Rolled 3, 5, 4 = 12 (3d6)

>>3522424
We must march north , around the back of Buck Hill to the little hill across the road from it. Settle on there and clear the royalist defenses on the road down to Hell's Hill. Keep up the shelling and request aid from Darington's forces behind Buck's Hill in advancing on Hell's Hill .

Have the camp in the north ford the river, march south along the Swamp Road to attack the bridge on that side to keep the Crownlander's attention split.

May the God that is Two and One spare us the cannon.
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>>3522435
Good plan supported, I don't support the dice roll though, could have been better...
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Rolled 1, 4, 5 = 10 (3d6)

>>3522435
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>>3522435
you march through the thunder of guns, through the sulfur-laden mist the wind blows over the water in your direction, into the relative safety behind Buck Hill. You shout for one of the officers entrenched there to support your attack, and a company of their men moves with you.

You march into gunfire. As soon as you exit the shadow of the mountain, regulars already set up behind the barricades saturate the air with lead. They aren't many, as only so many can fit behind their defenses, but as if their shooting was a sign, buckshot throws up dirt behind you. The shot has gone wide, but you are in the eye of artillery. Darington's men begin shooting, and you are immediately in the stalemate that indecisive militia with a too pronounced wish for survival are prone to, and that you experienced in the winter.

From your horse you can see that at the bridge, no smoke yet obscures the view. Your 72 men are not yet there engaged.

This is not the easily comprehensible movement of units like chess pieces you experienced during the first siege. This is not the kind of scuffle where casualties are a select view tragedies. This is war. Blood, and guts, and bones are on prominent display here, and death is so omnipresent here that you cannot possibly encompass it all in your thoughts.

You cry out to attack. Your men stay put and shoot.

>Army:
Princeland:
150 experienced Militiamen
372 Militiamen
50 green Militiamen
11 Officers
6 2-pounders
1 8-pounder
2 mortars
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>>3522458
We fight for our liberty. Though it grieves us, though death surrounds us, we fight on for that glory of freedom given unto us by the Dual God at our birth. It is a glorious thing to fight and die in winning freedom for the enslaved. Keep firing. Do not let up. Hold firm, even if the sky should fall and the sun melt away in the heavens. Should the very stars turn black, fight on!

Some of the Guns on Buck's Hill, for of the lightest, should turn upon the men blocking our patch and fire at them. Since they're too their side, the worst that can happen is they sail past the foe harmlessly, not hitting us. Soon enough the reinforcements will emerge and start the assault on the bridge. Keep heart. Bellow for Bravuria, Liberty and Victory. We will keep fighting, and we will push the Crowned Hounds back into the sea, or make our path to heaven in the attempt.

Onward!
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>>3522478
>>3522458
Again, battle time means 3d6 every turn please
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Rolled 6, 2, 1 = 9 (3d6)

>>3522480
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>>3522458
Mostly this>>3522478
But some changes. Retreat back to Position 1. and begin improvising some deferenses while keeping/pinning the enemies at 2. in place. A significant portion of our men should split off and join the flanking troops still in our north (taking the Orange path), they may take one or two 2-pounders with them. They will, once in position, flank the enemy at 2. when the enemy retreats 3. and the 4. Keeping them in a crossfire and not forcing us to attack entrenched enemies head on.
>>3522486
Nice
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>>3522493

Lad's got my vote.
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>>3522486
mitigated success. >>3522478 >>3522493
Good tactics and a good heart makes it: A fair success.

You retreat unto the high ground before your formation breaks, keeping your men further out of the lead hail until the flanking force arrives. They crash into the bridge, and while they are soon repelled, having done more damage than received, your reinforcing men arrive and take the whole of the peninsula under fire.
Your allies were not quite as prudent, and one of the groups falls into a disorderly retreat, but no sooner have they broken bellow your two pounders from Buckhill, forcing the men behind the barricades to cease their fire. As predicted, the enemy falls back to 3, but is pushed back by anticipatory firing lines.

While the bridge is still manned, the barricades are open. Only problem are the men entrenched on hell's hill.

meanwhile, the noose around Ardadike closes as thousands march form up before the neck.

>Army:
Princeland:
150 experienced Militiamen -?
372 Militiamen - ?
50 green Militiamen - ?
11 Officers
6 2-pounders
1 8-pounder
2 mortars
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Rolled 2, 4, 5 = 11 (3d6)

>>3522514
Our men will advance to the fortifications the enemy has just abandoned (green first movements), while they might be damaged and not work as well in the other direction, they will still afford us cover while shooting (light blue shooting) the enemy on the bridge. Our flanking forces will slightly stay back from the bridge and take it into a three way crossfire. Once the enemy there is fully broken they'll move on to fully flank Hell's Hill (purple later movements). Our main force will keep frontal pressure up on Hell's Hill at that point, but take little risks.
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>>3522514
Also what's up with the two big red lines in the south?
If those are actual enemies I hope Hillsted and Shambock Hill got them.
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>>3522531
>failure, but: >>3522514 momentum and >>3522531 great tactics make it a mitigated success.

You move your men up to the barricades. They're all caked in powder, many are bloody and already some seem beginning to tire, but you press on.

Behind you, your allies take the hill, while another group moves up with you. Your flag bearer tries to communicate your orders to the men beyond the bridge. They don't seem to get all of it. Still, they know to shoot, and they do. The men at the bridge are under fire from two of the desired three directions, and they take the first opportunity to retreat. That opportunity is afforded to them when from the hill a regrouped group of regulars appear and start discharging towards your men across the bridge. Your reinforcements break, the boys run, but so do the regulars.

Now Crownsmen stand in front of militia across the river, partially obscured to you by the barricades to their north. Both groups lift their musket. You know that one of them reloads at double the speed of the other.

Meanwhile, the men manning Buck Hill move down to you on their own accord, owing to distance from their target, low powder and zeal.

Far away trumpets sound for a signal you are not privy to.

>Army:
Princeland:
150 experienced Militiamen -?
372 Militiamen - ?
50 green Militiamen - ?
11 Officers
6 2-pounders
1 8-pounder
2 mortars
>>
Rolled 4, 3, 2 = 9 (3d6)

>>3522582
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>>3522582
Have the flagbearer give the order for the reinforcements to rush the bridge. We don't want to manage a shooting match with better gunners. The main column shall charge in, heralded by a shouting order from our man himself. Take cover on the other side of their barricades to gun down the foe while the reinforcements cross the bridge.

With any luck we can save our lads across the bridge from dealing with better regulars. Praise Two-In-One!
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>>3522669
This
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>>3522582
This is awesome. Just looking at this map you can feel rush of the battle
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>>3522661
mitigated success, good tactics make it a fair success. Though the first volleys will be the first volleys

The first volley sounds and the first row of your men fall into the murky water beneath. You hear yourself shouting "charge!" and your men are lost to reason. You, and whoever has eyes on you, go into cover behind the barricade, but most of the column clashes into the regulars, who seem not to wish to fight to the death. They defend themselves until the bruised second group comes over the bridge and starts pushing.
Half of the crownsmen throw down their arms, half flees up the hill, as Darington's men charge by you, up the hill, where gun batteries are left abandoned and the regulars retreat to the beach, many throwing themselves in the water, others into boats.

Many of the surrendered Crownsmen get cut down, but liberty and right prevails as you still retain a few dozen prisoners after the fact.

As you look up at Hell's Hill as it is taken by your allies, your lungs burning, your throat sore and a numb pain in your shoulder which you dare not look at, you find its name all too apt.
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>>3522714


Alright everybody, that's it for this skirmish, the larger battle will be 'zoomed out' next time.
Unfortunately next time will likely only be next week, likely Monday, and even then it will be a few low or even no art days. Until then (I will likely be posting a new thread), please feel free to discuss strategy, both for the battle and the war.

Your losses were considerable. They're denoted with minuses at the army table, and keep in mind they include injuries.

Princeland:
115 experienced Militiamen -35
290 Militiamen - ? - -82
12 green Militiamen - ? -38
10 Officers - 1
6 2-pounders
1 8-pounder
2 mortars

>>3522703
Thanks, that's exactly what I was going for. And boy do I love compliments.
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>>3522717
>Until then
And he was never heard from again
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>>3522717
The maps are really great OP. Makes choices feel meaningful and like you can actually strategize and its not just all up to the dicegods. Definitely looking forward to the next thread
>>3522714
We should definitely set up most nearby artillery on Hells Hill to threaten all of the city and the ships, maybe fortify it in a way were it's not torn apart by the first ship volley. It will also effectively block the ships in the bay. I hope the south holds, but we should also consider readying ourselves for an assault from the north. After all there was a bunch of plundering going on north of here, if I'm not confused about our position/orientation on the world map. The south has good fortifications and lots of men so I'm not overly worried for now.
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>>3522714
Haha! What a champion our lad Crawford is! What a charge!

Until today they could call us a merchant. We are now, at the very least, a Merchant Adventurer. Even still, it looks as if we've a great deal of work yet to do. Hell's Hill is a perfect battery to fire down on Ardadike, but we need to ride post around behind Shamrock hill and attach the Royalists back there. Have the lads at the Lighthouse do the same. Once we've taken the fort, of course.

If we can hold Hell's Hill and repulse the Royalists at Shamrock, we've won Ardadike, and I'll be damned if our lads didn't do a damn fine job for ones so green. Heroes, the lot of them.
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>>3522735
>>3522738
So we do 180 on the guns and start hammering those ships and positions on the pier. While we gather as many as we can leaving only handful man to defend and do le old good flanking maneuver.

pic related
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>>3522755
Sounds good. We're probably going to be exhausted when we get there, since we're exhausted now, but we can still shoot and draw attention. If it gets too bad, tag into the fortifications on Shamrock hill and take a breather.
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>>3522714
'Meanwhile in Ardadike, Headquarter of the Crownsmen'
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>>3523917
Bottom pic should've just been him crying. Unsatisfactory meme.
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For those still monitoring this thread;

I have decided to return tomorrow instead of today. Until then, a 3d6 would be nice.
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Rolled 5, 6, 2 = 13 (3d6)

>>3534840
>>
Rolled 6, 3, 2 = 11 (3d6)

>>3534840
>>
New thread: >>3536994



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