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File: Ventaris.png (7.42 MB, 4538x3430)
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It is the year 887 A.t.I. (Apó tin Ídrysi, 'Since the Founding'), counting by the Marelian calendar. Battlefields are awash with the din of steel on steel, though early muskets are beginning to make an appearance. The Gate of the Gods on far Kel has opened many centuries ago, and magic has once more inundated the world. Mages do battle with gunslingers riding dragons, the Undead are held at bay with musket and poleaxe, and deep within their dank workshops do brilliantly crazed engineers hammer away at their designs for the weapons of tomorrow. In this world, you are thrust as a Ruler, tasked with guiding your Kingdom to glory - or, at least, to avoiding ruin.

>Rules next post
>>
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>>4704470
>RULES
One-page ruleset in pic related.

>FULL-ON RULEBOOK
VERY WIP at the moment, but has some longer explanations of what to do when.
https://docs.google.com/document/d/17M-_lEyyFvXo1UnPgXpHRzvTIFcLC8Wi8BKXury3NdY/edit?usp=sharing

>CHARACTER SHEET
You're free to store info however you want, but I have made some character sheets that keep everything neatly organised. Please make a copy, don't just drown the original template in comments.
https://drive.google.com/file/d/1yy7Lb-QHu7t9rUVQoUk6Zf-csCP2cwrq/view?usp=sharing

>THE LEDGER
The sheet in which we store the info on your Kingdom and Ruler, keeping things easily legible.
https://docs.google.com/spreadsheets/d/1vG9cjgeAGiFEV6cPx4j6A9QIa6YgwAq7xQa_M_c_Gfo/edit?usp=sharing
>>
>>4704479
It's a lot in one go, but that's because we've built this game up over a year of playtesting and refinement, basically don't worry about anything not in the one-page rulesheet, that's all you need for now.

>PREVIOUS GAMES
In case you want to see how Yes, Sire! plays, here's the archived threads of previous rounds:
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Yes%2C+Sire%21

>DISCORD
It's not much for now, mainly a way to stay in touch in-between threads.
https://discord.gg/QZuhEcP
>>
>>4704483
>ROLLING UP A KINGDOM
>Pick a name for your realm
>Pick a colour for your realm
>Draw your borders on the map (a rough outline will do, I'll add it in. You don't need to stay within the hex boundaries, those are just there to indicate travel time.)
>Place a capital and name it
>Place two major cities and name then
>Place three forts and name them
>Roll 3d100 for government type, resource and military strength in that order
>Roll 3d10 for wealth, population size and population growth, in that order
>Stability starts at 10, apply modifiers as necessary
>Describe the basic fluff of your realm; the ruler, what the people is like, notable geological features, maybe a flag or a religion if you feel like it. Not too much, you can develop this during the quest. No edgelord shit, I'm not gonna allow /pol/-tier countries, lore, flags, or anything else.
>Get Chancellor's OK
>Fill out an entry in the Ledger
>>
>>4704486
I do need to vacuum the house, so I'll temporarily be on my phone, updates'll come when I'm back at my PC but I'm happy to guide people through character creation.
>>
>>4704490
Hey folks, Chancellor's phone here.
>>
>No edgelord shit, I'm not gonna allow /pol/-tier countries, lore, flags, or anything else.

Would i be allowed to make a kingdom in the middle of the desert and make basicaly Las Vegas?
I really want to call a kingdom Dirt and I’m figuring out what they can life of.
>>
>>4704508
Oh yeah, Ancap Casino Land is completely fine, go right ahead! I'm more referring to "Hehehe I am the Fourth Reich led by Jadolf Mitler" bullshit.
>>
>>4704508
As for what they can live off, try rollan a resource, might help spur your imagination.
>>
>>4704512
okey, i'm going to read the manual.
Mafia run Mongolia here we go!
>>
>>4704470
Is there an option to obliterate my state by natural cataclysm, or social upheaval, or something along these lines sometime into the quest? I'd love to participate, but I'm also fickle, and get bored of /qst/ after a while, don't want to hold back others if I lose interest over time. That said, I'll probably play until summer at least.
>>
>>4704521
Don't worry toooo much about the rulebook, at the moment it mainly has more detailed explanations of what your rolls mean, all you need is in the onepage sheet. Like you're free to read all of it, of course, but it might save you a lot of time and effort to roll first and then look up the results :)
>>
>>4704523
Yeah that's all good, Kingdoms can become NPCs or destroyed by player request or prolonged inactivity, no worries.
>>
>qm supposedly banning pol tier stuff
>immediately gives his explicit blessings to "ancap" edge shit straight from a pol fantasy
Yikes, this isn't looking good...
>>
>>4704532
Fair point, let me clarify:

Generally having political ideologies for your Kingdom is fine. Kinda unavoidable to have a political framework if you're running a political entity.

What is not fine is using this quest as a genocidal/racist/generally horrible power fantasy. So, like, basically don't play the Nazis or set up an international child slave trade ring or whatever. A Machiavellian monarch ruling by fear and tyranny is fine, LARPing as Hitler or Pol Pot is not. Sound reasonable?
>>
Rolled 83, 74, 45 = 202 (3d100)

>>4704470
Shiiiieet, I remember the first and second iteration of this game. Fun times were had, good to see you back Chancellor. Also, your discord invite expired, make a permanent one.
>>
Rolled 9, 10, 4 = 23 (3d10)

>>4704545
>>
Rolled 66, 21 = 87 (2d100)

>>4704547
>>
Rolled 11, 1, 9, 7, 5, 11 = 44 (6d20)

>>4704548
>>
>>4704545
Oh hey mate, good to have the old guard back! Who did you play back then?

>>4704545
>Nomadic Tribe, Pelts, Disciplined Troops.
Not bad, iron-willed nomad hunters is go.

>>4704547
>Luxurious Wealth, Massive Pop Size, Slow Population Growth
That's... impressive, gargantuan wealthy nomad realm, eh? Where did you get that wealth and population from? Trade and prosperity, or conquest?

>>4704548
>Solid Army, Weak Navy.
Interesting. Did your navy suffer a defeat, was it never that powerful to begin with, or did you only just acquire a coastline?

>>4704550
>dem stats
Jaysus. What happened to your Ruler? Was he never the brightest bulb to begin with, or did he suffer a grievous injury or wasting disease that brought him low?
>>
>>4704545
Also oops, here's a new link!
https://discord.gg/q26gGbSUMp

Finished vacuuming, so I'm good to go.
>>
>>4704531
Alright, some questions then:
If there are differences between the one-page ruleset and the rulebook proper, which to use? e.g. military advantages rolls 93-94 are rolling twice in the one-page, but gives fine gunpowder in the rulebook.
How many siege weapons are required to trigger the "Siege Weapon Level" bonus?
How exactly do bonuses for countering troop types work? If I have an army consisting of, say, cavalry and footmen facing off against spearmen, do they get a bonus, or do I?
>>
Rolled 4, 53, 81 = 138 (3d100)

Uhhh first time playing but ill learn as i play i guess
>>
Rolled 2, 23, 99 = 124 (3d100)

>>4704470
lets roll

>>4704532
don't worry to much.
I just realized i could become a gravel merchant, which is equally as retarded.
>>
Rolled 3, 2, 9 = 14 (3d10)

>>4704563
>>
Rolled 9, 6, 3 = 18 (3d10)

>>4704564
>>
Rolled 67, 88 = 155 (2d100)

>>4704566
>>
Rolled 54, 82 = 136 (2d100)

>>4704567
>>
Rolled 18, 6, 12, 14, 18, 15 = 83 (6d20)

>>4704568
>>
Rolled 15, 15, 19, 19, 3, 9 = 80 (6d20)

>>4704569
>>
>>4704557
Ah, crud, I thought I'd quashed all the differences, my bad. Rulebook takes precedence since that's gotten more playtesting experience behind it, I'll update the rulesheet.

You need one battalion of 200 siege weapons for one Siege Level, so 1000 manpower. We could add more manpower cost per siege weapon to reduce the amount of siege weapons you need, or just start counting in divisions of 1000 manpower to simplify things. (Rules evolve as we play in order to refine them and improve gameplay, so if anyone has suggestions or feedback, let me know!)

As for troop type counters. hmm... Battles haven't happened a super amount yet, so these rules haven't been playtested much. I think we can go two ways here

>Option 1: Quick Way
If one or both sides have only one type of troop, then bonuses automatically apply. If you're an all-cav army and your opponent has spearmen, no matter your fancy ticks, you are going to become shish kebab.

If both sides can reasonably use different units to maneuver and counter bonuses, a competitive Martial roll happens. Using your example, you'd roll a Martial check and so would your enemy. If they roll higher, the spearmen manage to attack the cavalry and those bonuses apply. If you roll higher, your footmen attack the spearmen, and you get the bonus.

>Option 2: The Thorough Way
I could draw a quick battlemap in case combat happens, and we could essentially run it turn based strategy-style. That would take a lot of extra time and work and make it impossible for me to run combat from my phone, but if people want it, I'll give it a try.

>>4704563
Welcome! No worries, we were all newcomers at some point.

>>4704564
>Absolute Monarchy, Arable Land (Spices), Player's Choice of Military Strength.

T h e s p i c e m u s t f l o w
>>
>>4704573

>If one or both sides have only one type of troop, then bonuses automatically apply. If you're an all-cav army and your opponent has spearmen,

Correction, if BOTH sides have mono-unit armies, bonuses automatically apply. If one sides have different units, we rollan, since then your units could conceivably maneuvre themselves into attacking the unit they're not weak against.
>>
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>>4704557
Updated, I think that was the one thing I missed. Thanks for catching that, lemme know if there's anything else.
>>
>>4704563
>Absolute Monarchy
Huh, lots of those around today.

>Quality Armour
Always good to have! What type of armour is it you specialize in, and why is it so good?

>High Quality Archers
A nice combination with a well-equiped frontline to keep them safe!
>>
Also, quick note on the setting - this is high fantasy, early Renaissance-period stuff with hints of steampunk wackiness (think Old World Warhammer and you're pretty spot on), so feel free to add fantastical elements to your Kingdom.
>>
Rolled 56, 90, 98 = 244 (3d100)

>>4704573
Option 1 seems fine, maybe the 2nd will come in handy for empires clashing with diverse armies.
>>4704583
Rollan
>>
Rolled 4, 4, 1 = 9 (3d10)

>>4704591
>>
Rolled 58, 54 = 112 (2d100)

>>4704592
>>
Rolled 6, 13, 17, 18, 16, 7 = 77 (6d20)

>>4704594
>>
>>4704591
Sounds good, we'll stick with option 1 then. I'll note it down in the rulebook.

>Aristocratic Republic
Oligarchy time

>Cloth
Everyone needs to cover their ass, always good to be the one to sell them their ass-cover

>Military Strength: Player's Choice
Ohhh, very nice. Enjoy the flexibility!
>>
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The kingdom of Dirt is completed.
Specialized in exporting cilantro and edible cacti.
We have sand, some ocasional trees and a lot of clay/mud.
For some reason we have good archers.

https://drive.google.com/file/d/1KAkRbpXw9dopQdS4fh80aLc81MGUHJQn/view?usp=sharing
>>
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>>4704563
>>4704566
>>4704568
>>4704570

>Name
Kingdom of Knossos
>color
Purple
>location
the southern part of that island in the north (phoneposting so i cant edit images atm)
>Capital+City
Argos (Capital), Crotone, Naxos, Thurii. (all in the coast except thurii)
>Forts
Aurum, Argentum and Aes (location near each of the coastal cities)

>fluff
The kingdom of Knossos is a recently united city states under the rule of the First Archon Davos. for many years the four city states of knossos waged war with each other using their traditional methods of warfare, the archer skirmish. the war of the knossos city states is finally bought to and end when the tyrant of Argos, Davos invented the mirror plate of Argos, reformed the navy and conquered the other city states of knossos using combination of diplomacy, intrigue and warfare.


>>4704584
the mirror plate of Argos is a medium armor made using mirror shaped plates interwoven with chainmail. the armor offers excelent protection against ranged attack and moderate protection against melee while still being light enough for the elite archers of knossos to manouver and shoot.
>>
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>>4704622
Wrong image
>>
Rolled 97, 17, 7 = 121 (3d100)

>>4704470
>>
>>4704622
Oh shoot two major cities so disregard thurii
>>
Rolled 5, 28, 11 = 44 (3d100)

>>4704470
>>
Rolled 9, 4, 10 = 23 (3d10)

>>4704637
Whoops, wrong dice.
>>
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>>4704595
Still thinking about the description of government, society, etc. but taking these lands preemptively in case anyone would've claimed them before me. Circle = capital, squares = major cities, triangles = forts.
>>
Hello folks, sorry for the delay - I've got a friend over to check out a room we're hiring out. Working through the backlog now.
>>
>>4704583
I'm making the formulas for the Excel spredsheet.
The military/navy manpower is:
(We+Po+St)*1000
or
We+Po+St*1000
I'm going to asume the first one but give me a confirmation.
>>
>>4704679
Yep, the first one!
>>
>>4704571
I'm giving thought to these stats and i don't like them.
Too high, I'm taking 15, 15,18,15,3,9
>>
>>4704635
>>4704637
>>4704643
Government
Players Choice- Nomadic Tribe

Resources
Arid Land

Military
Strength in numbers

Wealth
Ostentatious

Population
Rural

Population Growth
Unsustainable

Military Strength
Just surrender

Navy Strength
Run Down Navy
>>
>>4704689
This one's an interesting combination, almost sounds like you're a new gold rush state or something.

Map update is underway!
>>
Rolled 82, 8, 85 = 175 (3d100)

>>
Rolled 1, 6, 10 = 17 (3d10)

>>4704695
>>
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Map as is! Knossos, if I guessed wrong, lemme know and I'll edit it.

>>4704617
>KINGDOM OF DIRT
(Quick note, it says in your ledger you have a dragon. Did you have Dragon Riders as your Military Strength? Because otherwise you can't start with those.)

Ah, Hoh the Dude. You were the first to reach these lands and begin farming the local species of cactus, known as the Mudprickle. Not only that, you were the best damn Mudprickle farmer in the region. So much so that, when others came to join you in farming this delicious (and mildly hallucinatory) plant, they declared you king! You're not quite sure how you ended up the ruler of a kingdom, but you've been doing quite well for yourself. You've even discovered that the hallucinatory properties of the cactus are amplified if its juices are injected directly into the bloodstream, and this has led your men to start dipping their arrows in Mudprickle juices before battle, sending the enemy lines into disarray as they fall into deliriums on the battlefield. However, recent attempts to introduce cilantro to your farmers have failed - it proves hard to grow in the local climate, competes for valuable minerals and water with the Mudprickles, and tastes so awful that it has sent many of your people packing, stagnating population growth.

Whose idea was it even to introduce cilantro?
>Your own! It seemed like a great cash crop at the time...
>Dallard, your faithful advisor. He still insists it's a great crop and the farmers just haven't seen its potential.
>Hali, your court wizard. He claimed it was a crucial herb in many of his bizarre potions and spells, but that has only further pushed the superstitious population against the plant.
>Other (Specify)
>>
Rolled 2, 6, 9, 18, 5, 5 = 45 (6d20)

>>4704689
>>
>>4704738

>KINGDOM OF KNOSSOS
Good lord, First Archon Davos, it seems like you can't catch a break sometimes. You solve one crisis and it's onto the next. You've only just unified the Knossian city-states, and now one of the leading family's patriarchs, one of the Archons, has been murdered at his own banquet! This is clearly a matter for the highest authorities to investigate.

Which Archon has been murdered, specifically?
>Archon Ludius of the Amicand family. He was the first to willingly bend the knee, sharing your vision for an united Knossos and aiding you greatly in your campaigns to unify the land. His loss hurts you deeply, and also deprives you of your marshal at a crucial time.
>Archon Einaudus of the Opesianae familiy. A staggeringly wealthy merchant-lord whose subservience bankrolled a large part of your armies during the conquest, his murder risks throwing your entire economy into disarray.
>Archon Darucia of the Nequiudus family. You'd almost breathe a sigh of relief that that vile bastard is feeding the maggots now, except that he was long known to be your ultimate nemesis, and his murder has made the other Archons very suspicious of you. This might put your position as First Archon in jeopardy if the real killer is not brought to light soon!
>Other (Specify)
>>
>>4704750
>Archon Ludius of the Amicand family. He was the first to willingly bend the knee, sharing your vision for an united Knossos and aiding you greatly in your campaigns to unify the land. His loss hurts you deeply, and also deprives you of your marshal at a crucial time.
>>
>>4704689
I don't have a large population do I reroll my military strength?
>>
Is this still open
>>
>>4704772
I'll allow it if you want to, but it could work. Perhaps you've got a low population, but a ludicrous number of them are drafted into the army? Alternatively, perhaps you're channelling most of that unsustainable pop growth into the military?
>>
>>4704786
Sure is! Go right ahead.
>>
>>4704763
Ludius' death has brought you much grief, but with it, a resolve to bring the murderer to justice. You'll also have to find a new marshal, since direct military conflict is not your forte. What's your first course of action?

>Investigate Ludius' murder while the trail is still warm.
>The defense of the realm must come first, I must find a new marshal. It's what Luidus would've wanted.
>Other (Specify)
>>
>>4704669
>Name: Republic of Qi Sha
>Colour: Golden
>Cities: Nin Ankh (Capital), Lanka (northern), Pars-Narad (eastern)
>Forts: Yuin (western), Mit Rahs (central), Pars-Rakar (eastern)
>Ruler title and name: Grand Prince Nehelli
>Ruler stats:
Diplomacy 18
Martial 7
Intrigue 16
Stewardship 13
Learning 17
Personal Combat 6
>Military Advantage: Dragon Riders

The land of silk and blood -- that's how foreigners call Qi Sha, or, rather, what remains of it nowadays. This republic bears a long history, which begins 1500 years ago, when nomadic clans of lizardmen roaming the Wer-Naranna peninsula banded together under the dragon riders, the first Shahs, and began preying upon ships passing through the strait to the north. Over the next 500 years they would come to expand their influence over much of the southern Inner Sea is there an actual name for it? I'd rather not name objects which are commonly used with other anons, slowly shifting their focus to trade instead of piracy. Yet this was not enough for the Shahdom's nobles, and, seeking ever greater power, in the last decades they started dabbling in questionable and dangerous arts, namely blood magic. Torture and mass sacrifices, while effective in mystical practices, crippled the population, and in the year 204 before the Founding, the Dragon Kings' lands collapsed into anarchy.

After several decades of civil wars and the fall of most eastern outposts, a council of Blood Lords took over and, seeking more victims, invaded the human kingdom of Helxia to the north, usurping its silk farms and enslaving its populace, before going into 700 years of isolationism and ruthless magical experimentation. A long string of suppressed revolts built up to the revolution of year 567 after the Founding, when the Blood Lords were overthrown, blood magic was banned and the current republican order was instituted. Qi Sha has begun trading again since then, but profits are not the best due to its reputation. Besides, trouble brews at home, where humans demand equal rights with lizardmen.
>>
>>4704862
Having dwindled to little over 15% of the population, the lizardmen remain the ruling class, and descendants of revolutionary generals and statesmen are the only ones permitted to vote in Grand Prince elections and run for the post itself. They serve for 10 years with the option of a single re-election, reigning from Nin Ankh, which stands on the mouth of the short Marifa river. Other major cities are Lanka, the former capital of the Helxia kingdom, and Pars-Narad, the only major eastern port still under Qi Sha control, protected by the Pars-Rakar fort. Mit Rahs guards the passage of ships between the great cities of east and west, and Yuin maintains control of northern forests.

The religion of lizardmen is a polytheistic faith. The main pantheon consists of Nehen Yue, the Blind Sage, god of the steppes, war and craftsmen, Yhinna, his wife, Lady of Scars, goddess of blood, love and nobility, and their children, Ninit, goddess of deception and trade, Maav Ijin, god of the seas and lord of the Underworld, and Eo, goddess of the arts and protectress of the weak. There are also local gods in various areas. Humans generally use the six natural elements (fire, water, air, earth, metal, and wood) in various rituals and celebrations, but possess an ancient religious philosophical tradition and beliefs in various spirits of nature as well.

Production is linen in the south, the steppe homeland of lizardmen, and silk in the north, the subtropical forests of Helxia. These are exported through eastern ports to various continental powers.
>>
Rolled 51, 22, 83 = 156 (3d100)

>>4704470
I'm interested
>>
Rolled 1, 1, 2 = 4 (3d10)

>>4704470
cont.
>>
Rolled 29, 19 = 48 (2d100)

>>4704470
>>
>>4704899
Ghost nation, rip
>>
>>4704862
>>4704865
Ohhh, sick, I love this! As for the inner sea, I haven't given it a name yet, we'll call it the Grand Passage. Also, I've added the start of an entry for the Republic of Qi Sha to the Ledger, could double-check it and fill in the remaining parts? I'll add you to the map.

>REPUBLIC OF QI SHA
Grand Prince Nehelli, your country is a turbulent one. With the Lizardmen a measly 15% of your country's population, you have come to rely more and more on humans to do all sorts of increasingly specialized labour, earning more and more income than they used to as slaves and cheap labourers. However, their social standing and political rights have not been increased alongside their increased responsibilties, and now they're using their newfound wealth to emigrate to greener pastures - it's a veritable exodus! This is clearly not sustainable - something must be done.

>This is a matter for the state, and as such we should gather our most important citizens to discuss a solution.
>If the humans refuse to stay in line, we will have to force them to. Summon the generals!
>Perhaps we should negotiate with the humans. Let's see if we can find any ringleaders willing to have a reasonable discussion.
>Other (Specify)

>>4704896
Awesome, welcome!
>>
Rolled 1, 18, 2, 16, 13, 1 = 51 (6d20)

>>
>>4704899
>those numbers

Man, if you want, I'll give you a bloody reroll, that's disastrous.
>>
Rolled 10, 1, 8 = 19 (3d10)

>>4704909
thanks man. btw how does the map thing works ?
>>
>>4704910

Map thing? Like, how to claim territory? Just sketch some rough borders on the map and point out where you want your capital, cities, and fort. I'll add them in properly.
>>
Rolled 43, 21, 24 = 88 (3d100)

Alright, time to try it
>>
>>4704910
Growing Hong Kong here we go
>>4704908
Diplomacy: 18
Martial: 2
Intrigue:1
Stewardship: 16
Learning: 13
Personal Combat Skill: 1
>>
Rolled 8, 2, 7 = 17 (3d10)

>>4704914
And here we go again
>>
Rolled 26, 96 = 122 (2d100)

>>4704921
That's some lucky wealth
>>
Rolled 5, 12, 8, 6, 15, 11 = 57 (6d20)

>>4704923
That's a powerful navy.
>>
>>4704896
>>4704910
>>4704903
>>4704908
>>4704915
>Name: Seven Hills Republic
>Color: Dark Blue
Triangle: Capital; V-shape: Major cities; Square: Forts.
>Cities: Tropicalia (Capital), Fortaleza(North), Belem(South)
> Forts: Kurumin(Western), Galego(Northeastern), Capivara(Southeastern)
>Ruler name and Title: Grão Mestre Bonifácio

>Fluff:
After decades of chaos caused by an unfortunate line of megalomaniac kings trying to amass too much power, the nobility revolted and after a decisive victory due to their elite knights, the republic was found as a way to cease future power grabbing by any part. While it has grown with great exports, everyone is asking if the new system will stand the test of time.
>>
>>4704907
Alright, filled in the ledger, took both army and navy manpower penalties
>Perhaps we should negotiate with the humans. Let's see if we can find any ringleaders willing to have a reasonable discussion.
>>
>>4704947
4chan doesn let me post the map wtf
>>
>>4704953
file size or extension maybe? otherwise just yeet it in the discord
>>
>>4704953
>>4704960
I’ll post by phone, I don’t know why this only happens on pc
>>
>>4704963
Awesome, I'll add you in. Could you add an entry in the Ledger? Also, could you give me a quick sketch of where your borders extend to, or do you want me to wing that?
>>
>>4704952
You decide that the best way to solve the problem is by talking to those causing it. Still, you're mainly familiar with the politics of Lizardkind, not those of Humans. How should we go about finding them?
>Just go out into the taverns and ask around, how hard could it be? (DIP check).
>Your trusty network of informants could point me in the right direction. (INT check).
>Other (Specify)
>>
>>4704966
Like a commentary ? btw send a new discord link pls
>>
Rolled 83 + 16 (1d100 + 16)

>>4704970
>Your trusty network of informants could point me in the right direction. (INT check).
>>
>>4704980
Sure, here's the link!
https://discord.gg/q26gGbSUMp

And the Ledger basically summarizes the info of all Kingdoms, makes it easier to keep track of everything.
https://docs.google.com/spreadsheets/d/1vG9cjgeAGiFEV6cPx4j6A9QIa6YgwAq7xQa_M_c_Gfo/edit?usp=sharing
>>
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Quick map update, adding the rest in a bit.

Also, IMPORTANT ANNOUNCEMENT

I've been informed I've already forgotten to stick to the turn order. My bad. As such, I'll start resynching immediately.

ACTIONS TAKEN:

DIRT: 0
KNOSSOS: 1
QI-SHA: 3

Knossos can take 2 more actions this turn, and Dirt can all 3 . After this, we will be resynched and returning to one post explaining the results of each kingdom's 3 actions per turn.
>>
>>4705023
Apologies, I miscounted. It's been a long day. Qi-Sha has taken 2 actions and thus has one left.
>>
File: Marvais.png (219 KB, 934x579)
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>Name:
A República Soberana Constituinte da Nação de Marvais, or "A Republica de Marvais" (The Marvais Republic)
>Color:
Red
>Cities:
Cibal, the Capital
Sarrolhos
Samais
>Forts
Salbolho
Bom Olhar
Barranco Alto

>Government Type
Constitutional Republic
>Resources
Arable Land - Spices
>Military Advantage
Hit and Run
>Wealth
Ornate
>Army Strength
Weak
>Navy Strength
Invincible
>Population
Tiny
>Population Growth
Flourishing

>Ruler
Chefe-Geral Representante da Soberania Nacional Senhor Joaquim Mascarenhas de Silva Sarmalhão, or "Chefe-Geral Joaquim Sarmalhão"
>Ruler Statistics
Diplomacy 5
Martial 12
Intrigue 8
Stewardship 6
Learning 15
Combat Skill 11

>Story
The Epic of the People of Marvais had begun millennia ago, when their oldest predecessors had flocked to the plains beyond the great river. Fertile, warm and comfortable, it was truly a dreamland, surely gifted to them by the divine.

These Kinmen swelled in number, their numbers rising greatly as their lot spread through the entire northwestern subcontinent, their tribes too many to be counted. But though their differences grew, their similarities remained ever strong.

It was these similarities that gave rise to the first true Empire of Noronha. Mighty in size and even mightier in force, the people took to the seas, their routes of commerce branching to the four corners of the world, their capital, Pedra Branca, standing tall as an citadel of marble and gold.

Much time passed since then; though their golden age lasted for centuries, their collapse was even slower. The Empire of Noronha was struck by the poisonous knife of envy and greed, their once-valorous noblemen squabbling amongst each other over the pettiest of details in ever-increasing plays of power, their emperors turning into nothing more than puppeteers for the noble courts who had surrounded them.
[cont.]
>>
>>4705098

Such disrepair could not last forever, and in the year of 321, after the death of the ruling emperor Alvarês of the House of Tambajo, civil war erupted throughout the empire as the ruling families sought to install their own puppet in the throne. It was a bloody war unlike none, and, by it's very end, the realm lay in anarchy.

Gone were the ages of Noble Lieges and Honorable Statesman, now replaced by Meandering Warlords and Petty Kings, the once robust lands of Noronha turned into a patchwork of Rump States. The Once-Great Capital of the Empire lay among ashes and rubble, burned in the ardent flames of war.

In the far southern provinces, known for their bountiful fields which produced that most distinguished of products, the snow-colored nuts of the plant named Tapulhaqui, which when grinded, produced the extremely sought-out spice popularly known "Sal de Marfim", or Ivory Salt, the situation was dire.

Their previous liege had perished without heir, fallen in an expedition towards a state that had no remaining strength to counterattack. There was something to be done - for a land without order was a land in anarchy. It was for that reason that, in the year 487 (Após o Fundamento), that the Gentry of The South united in the Port-City of Cibal, rising for the first, proud time,the banner of the Republic of Marvais.
>>
Rolled 26, 2, 30 = 58 (3d100)

>>4704470
Oh shit nigga, here we go again.
>>
Rolled 10, 7, 8 = 25 (3d10)

>>4705109
Aristocratic Monarchy, Arable Land (Food), Unyielding Shield wall
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Rolled 91, 79 = 170 (2d100)

>>4705112
Ostentatious Wealth, Early Ottoman Population, Booming Population
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>>4705118
Invincible Military, Terrifying Navy
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Rolled 8, 5, 18, 6, 14, 18 = 69 (6d20)

>>4705122
Ruler time
>>
>Focus on increasing population

>Study to increase Martial stat

>Explore the south west of our borders
>>
A brief clarification following some confusion:

Your Military Strength (Renamed to 'Military Advantage' in the rulebook exactly because it was this confusing) is the bonus you get, like High-Quality Archers or Hit-and-Run Tactics.

Your Army Strength is the initial percentage of your total maximum manpower you can field at the game start. So, for example, if you can field a maximum of 20000 manpower, and your Army Strength is 50%, you start the game fielding 10000 manpower, since that's 50% of 20000.

Your Navy Strength is identical to Army Strength, except for your navy instead of your Army. You do indeed have 100 less boats than men, but that's because boats are much more high-maintenance, each needs a crew manning it, a dockyard back home to maintain it, etc. Navies are almost always going to be smaller than armies.

To clarify, your Military Strength roll only sets your fancy bonus like Unyielding Shieldwall or Brilliant Tacticians. It does not have anything to do with Army or Navy Strength. I know that's confusing, and that's why I changed it in the rulebook, I must've forgotten to do that in the one-page sheet.

Basically, Army and Navy Strength reflect not necessarily the inherent quality of your units, but how much above or below your weight you are punching at game start.

So like, an Army Strength of 26 shows you're quite weak on land for a nation your size, but that 96 Navy Strength shows that you could basically destroy any nation with a similar amount of population and wealth.
>>
I had to unexpectedly deal with a friend needing emotional support, so I can't do as much as I like right now, I'm afraid. I'll update the map ASAP and get to everyone's actions as soon as I can. Thanks, all, for joining, and I'll pick this thread back up tomorrow if it's still around!
>>
>The Republic of Marvais

It is the quatercentenary anniversary of this great nation. Four hundred years since the Sovereign Republic had been declared - four hundred years of independence. Two hundred years since the time of turmoil within the lands of the former Empire of Noronha had quieted down, the warlords lesser in number and the petty warring kings in smaller amount.

Yet the Joaquim l remained troubled. This birthday of all things had specifically brought certain matters to his mind...matters of the future of his people. Though the region in which they lived had quieted down, how much longer would this peace left? The throne of the former Noronha remained empty, and, even if in secret, the scheming to acquire it yet remained. How could he care only about the stability of his own republic in a world such as this?

The truth was that Marvais was far too small. Though her domain in the sea continued to be mighty, parallel even with the other great powers of this world,the nation was but a dwarf compared to them. He knew of his weaknesses - he was no great administrator, his career was that of an captain of war - it had been his skill, after all, in the field of combat both in land and in specific, the sea, that had made great part of his progress towards the title of Chief-General.

But with the future of his nation at an balance, there was not much else he could do.

>The Oficio Para a Administração de Povoamento (Office for the Administration of Settlement) is, by latest order from the capital, to be given an budget of several hundred Republicas (Highest valued Coinage of the Republic) to foster the growth of the population

>Knowledge of his own faults as a bad stewardship have motivated Joaquim Sarmalhão to further take studies in stewardship and general administration.

>With concerns over the safety of the highly valuable city of Samais, tropeiros (explorers, trailmakers) have been dispatched south of the border through the peninsula of Malbacoa.
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Rolled 35, 20, 87 = 142 (3d100)

>>4704738
>Your own! It seemed like a great cash crop at the time...
the plan was to create a new type of tequila based on cilantro.
It was shit.

Due to the fear of being declared incompetent the king began to make up things and speak in grunts.
His advisers interpreted these orders as best they could and best suited the kingdom, in this way, the kingdom reached a balance where people who knew how to do things ruled.
But where always at risk of losing favor by the half smart king.

>Dirt Kingdom
>First turn ( i roll just incase, first roll -> action 1 and so on)
Action 1; Hire and send prospectors to the mountains near Mud.

Action 2; Build a couple of fishing boats and pass a couple of laws extending the permited fhishing range. Will that encourage this type of commercial activity? (FISH !!!)

Action 3; Hire some moonshiners in order to perfect cacti based "refreshments".
>>
Rolled 35, 2, 51 = 88 (3d100)

>>4704470
>>
Rolled 9, 8, 9 = 26 (3d10)

>>4705345
>>
Rolled 14, 38, 97 = 149 (3d100)

>>4704470
Fuck it. I'm kinda bored and I might as well see what I get with this if there's still space. Fair warning, I'm new to this so I might be a stupid dumbass at first
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Rolled 6, 4, 4 = 14 (3d10)

>>4705366
>>
>>4705366 dubs
> I might be a stupid dumbass at first
I'm dirt, there is no stupid
>>
Rolled 15, 33 = 48 (2d100)

>>4705369
>>
Rolled 17, 1, 7, 7, 7, 4 = 43 (6d20)

>>4705372
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>>4705366
Wait, somebody got player's choice military strength? Damn, good for ya
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File: TrustianMap2.png (1.58 MB, 989x913)
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>>4705345
>>4705347


>The Holy Trusitanian Kingdom
>Light Blue
>Capital red star in pic related: Trusitania
>Major Cities purple circles in pic related, right to left: Gravenloft, Prusania
>Forts orange triangle in pic related, right to left: Reagst, Opia, Wister
>Govt: Aristocratic Monarchy
>Resource: Arable Land - Food
>Military Stren.: Holy Fervour
>Wealth: Luxurious
>Pop. Size: Large
>Pop. Growth: Huge
>Stability: 10

Trusitania is an old kingdom that has deep roots in its agricultural practices and tradition. Having settled in incredibly fertile land, the people of Trusitania seldom ever wanted for food, resulting in a surprisingly stable region that allowed a King to rule over this fiercly religious people with relative stability, albeit with a Council of Aristocrats to keep a check on the King's power (although this hasn't been needed to be seriously used in the kingdom's memory, it mainly serves as a deterrent). However, with the advent of revolutionary new farming technologies and techniques, the population has boomed. The adept management of the Aristocracy has led to inflation remaining shockingly low, and wealth soaring. The people are as content as ever, but this success of the Aristocracy may imbue some of them with confidence, perhaps even enough to push for more power for either themselves or the Council itself. Time will tell if the Trusitanians will exploit this opportunistic wealth, or squander it.

As for the Trusitanian religion, it is based around a single Goddess known as "Trusitania", which the Capital is named after. Trusitania is worshiped as a benevolent Goddess of Harvest and Fortune, which is often applied by the Royal Army towards "Fortune in Combat". The most successful soldiers and generals are seen to have been the most zealous and faithful, having garnered the favor of Trusitania.

The current King is Bartholomew VIII (35 years old), currently married to Queen Lydia Reagst (33 years old). He has two sons, Bartholomew IX (11 years old, heir apparent) and Christoph (7 years old), and one daughter, Beatrice (9 years old).
>>
Rolled 100, 47 = 147 (2d100)

>>4705441
>>
Rolled 2, 20, 3, 8, 15, 6 = 54 (6d20)

>>4705451
>>
>>4705455
>>4705451
>20 martial skill 100 army strength
>holy fervour
I do believe it's time to cleanse some HERETICS
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>>4705461
nm I just saw that I can arrange the d20's as I see fit

>>4705441

>Diplomacy - 2
>Martial - 15
>Intrigue - 8
>Stewardship - 20
>Learning - 6
>Personal Combat - 3

>Army Strength: Invincible
>Navy Strength: Average

>Stability Correction: 11 (+1 from Aristocratic Monarchy)
>>
>>4705476
wait what
you can rearrange stuff

bruh, i didn't realize that
>>
Rolled 74, 70, 32 = 176 (3d100)

>>4704821
>>4705023
>Investigate Ludius' murder while the trail is still warm.


first turn

1. Have davos study military tactics from past battles in history books +18 learning
2. Build a group of secret, hidden operatives loyal to Davos only +12 intrigue
3. Increase wealth : Build a harbour in Argos to facilitate trade +14 stewardship
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>>4705482
>Create a group of secret, hidden operatives loyal to Davos only +12 intrigue
>>
File: 1616360537952.png (3.04 MB, 1571x1131)
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>>4705023
Stats are all in the sheet

Oscovite Empire

Forged from the myriad of tribes, petty kingdoms, warlords and bandits that once controlled the Osco River which flows from the Dragon Spine mountains the Oscovite Empire has emerged as one of the premier powers on the continent. The lands of the empire are vast and fertile filled with many great forests which supply wood to the Imperial Navy, endless fields fed by the waters of the Osco and populated with stout Oscovites ready to fight for their home. It was first founded by the bloodthirsty Yorin the Great as an absolute monarchy but over time the rulers have been forced to cede more and more control to the Noble Duma. This has changed slightly with the ascension of Emperor Ivar the Reader, a young man educated man, who has seen to the abolishment of serfdom and a patron of the sciences seeking to bring the nation into the future much to the chagrin of many of the old entrenched nobility. In the past several decades advanced farming technologies from the neighbouring Holy Trusitanian Kingdom has led to a massive boom in food production, population growth and wealth generation in the kingdom as growing merchant class becomes more important every day.
>>
>>4705523
bruh

there's like, two nations inside this territory, you've completely engulfed them. they're allready owned
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>>4705529
Didn't realize Marvais claimed land here too
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>>4705537
Yeah, and there's also the other Hills republic on your northern part, near harrensburg
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>>4705540
Goddammit, back to the draw board
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>>4705541
Might want to put your russian empire somewhere less warm-looking. That land is pretty green, and so are the forests. Your choice, though.
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File: 1616360537952.png (3.05 MB, 1883x1269)
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>>4705548
Yeah but there are no rivers down north, hard to be a river people with rivers
>>4705523
New map
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>>4705548
to be fair, there isn't a lot of snow on this map
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>>4705556
That's just earth, innit. Russia isn't covered in snow unless it's winter.
>>
File: DUMBASS.png (331 KB, 408x450)
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>Name: Central Sylvan Empire
>Color: Hickory Brown
>Capital (dark blue X): Síoraí
>Major Cities (bright green X's) Zein, Falegn
>Forts (dark green X's): Lignum (northern), Snakewood (southern), Cosaint (eastern)

>Government Type: Aristocratic Monarchy
>Resources: Lumber
>Military Advantage: Brilliant Tacticians
>Wealth: Significant
>Army Strength: Pathetic
>Naval Strength: Subpar
>Pop Size: Rural
>Pop Growth: Slow
>Stability: 11

>Ruler title and name: Caomhnóir Darragh
>Ruler stats: Diplomacy 7, Martial 7, Intrigue 4, Stewardship 17, Learning 7, Personal Combat 1

>Fluff
Centuries ago, the forests that the Central Sylvan Empire now inhabits used to belong to a small band of tribes and clans. The tribes were worshippers of the forests, believing them to be inhabited by fae and other mystical spirits. The soil, the hardy wood around them, and the woodland creatures were all worshipped and revered by them. Over time, the clans started to unite together in an attempt to protect the woods to both protect those that lived in it and to prevent outsiders from harvesting the forest's wood.

The leaders of the clans became the Central Powers, members of the council that runs the Central Sylvan Empire. The ruler of the Empire, Caomhnóir Darragh, is a descendant from the biggest and most powerful clan from those long ago years. While not nearly as strong as their ancestors due to the nature of their rule, their bloodline is still worthy of respect in the empire.

(Hopefully the land I've grabbed isn't occupied. The exact border can be adjusted a bit, I'm mostly just focused on getting a lot of those woods in the area I'm in.)
>>
>>4705556
The area to the south with the lil mountain range blocking passage to it is meant to be a tundra-type area, actually
>>
Rolled 62 + 13 (1d100 + 13)

>>4705023
>While the informant network is determining the human leaders, back in Nin Ankh Nehelli drafts a plan to promote an increase in lizardmen birthrates by expanding the childcare infrastructure. (Stewardship roll for pop growth increase)
>>
Is there still place to join this? If so, I'll make a sheet in 20 or so hours, give or take.
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>>4705936
I would like to know this too.
>>
Rolled 26, 84, 79 = 189 (3d100)

Government Type, Resource, Military Strength
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Rolled 10, 9, 5 = 24 (3d10)

Wealth, Population Size, Pop Growth
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>>4705946
Gov Type: Aristocratic Monarchy
Resource: Cloth
Military Strength: High Quality Archers

Wealth: Ostentatious
Size: Huge
Pop Growth: Stable

Gonna write this up.
>>
Army Navy Strength
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Rolled 97, 77 = 174 (2d100)

>>4705949
>>
Rolled 7, 4, 5, 18, 1, 10 = 45 (6d20)

I'm not even sure what the 6d20 is for but rolling
>>
>>4705951
the 6d20s are for your leader's stats. Diplomacy, Martial, Intrigue, Stewardship, Learning, Personal Combat.

You basically have one good stat, one okay state, and a bunch of below average shit.
>>
Okay because I literally have minutes before I have to start heading for work and not enough time:

Red is what I want my borders to be.
Orange is what they can be if it's like, too big.

When I get home the first thing I'll be doing is writing fluff about the Belgani Empire
>>
File: Borders.png (1.15 MB, 1279x1131)
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>>4705957
>>
I am closing applications for now, we're getting quite full. Update once I've done enough at work to pretend to be useful.
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>>4705959
Someone said these are taken. . .I'll request different borders.
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>>4705959
there are 3 kingdoms there
I recomend you go south or into the same island as dirt.
maybe the tundra, I heard there are yetis
>>
I'll take the Northwestern portion of the Island then. Will draw borders when I am not at work.
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>>4705957
I should say that the current 'lore' about the region is that it was owned by the Empire of Noronha. As in, the entire region west of the river. Emphasis on was.
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File: Yes Sire Map.png (7.15 MB, 4250x4000)
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>>4705963
The orange borders would more or less work!

Also, map update! Turn end coming up in TWO HOURS, get your actions in if you haven't already!
>>
>>4705441

The Trusitanian Council is composed of six members:

- Arch Bishop Ferdinand Dalton, aged 73, by all accounts a sincere and peaceful man. Many, however, say he is too peaceful, and doesn't have the stomach to enact proper measures to spread the true faith. He has had his position for nearly 30 years now.

- Duchess Charlotte Gravenloft, aged 25, is the highly capable overseer of the vassal of Gravenloft, and full of youthful energy and ambition. It is no coincidence that most of the revolutionary advancements in the past few years have come out of Gravenloft, some of them even coming from the Duchess herself. Her remarkable management, especially at such a young age, has made her very popular with the citizenry. However, her demeanor for change makes her somewhat averse to tradition (as much as one can be in Trusitania anyways), and this sometimes results in clashes with the church.

- Duke Lachlan Prusania, aged 38, is the overseer of the vassal of Prusania. He is not quite as ambitious as his contemporary Charlotte (at least not openly), he prefers a more conservative and nuanced approach to management. This does not mean he isn't open to new ideas or methods, but he tries not to re-invent the wheel where it is not necessary. The upper classes in Prusania appreciate the stability Lachlan brings to the realm, which has given him some powerful connections, even among those not in his vassal.

- General Samuel Borlion, aged 52, comes from a long line of military leaders that have served the crown for generations. Although there were indeed not many conflicts in his history, his effective and decisive performance in scattering the roving banditry and organized crime that were attracted by the economic boom leaves little question that Samuel knows what he's doing.

- Admiral Vale Tyrno, aged 37, commands the quaint (in relation to the army) navy of Trusitania. Although many see a position in the navy as a punishment, he takes to his station with pride. Admiral Vale championed the expansion of the Holy Navy to include Heavy Ships to defend the lake territories from the occasional Sylvan Clan raids, and reorganized the river patrols to more effectively protect trade on the river from piracy.

- Countess Elizabeth Nurfaren, aged 34, oversees the Nurfaren region to the South East of the Kingdom. This territory is not as well established as the rest of the Kingdom, but has potential for new resources to be found, and the forest may help provide competition for the near monopoly Gravenloft has had in the lumber market. She is a newcomer to the Council, and the court in general, as she never had much interest for inter-vassal politics, so not much is known about her, and it is suspected that she was brought on to act as another counter-balance to the rising influence of Duchess Charlotte Gravenloft. How she actually impacts the political sphere is yet to be seen.
>>
Rolled 35, 10, 36 = 81 (3d100)

>>4706127

>Decree the construction a University in every major city, as well as the capital, to facilitate the training and education of our rapidly growing population. (Stewardship)

>Organize and advertise a new Yearly Jousting Tournament with a large monetary reward to encourage the development of a more capable cavalry force. (?)

>Begin research on a more sturdy armor for cavalry riders and horses, ideally one that would limit mobility as little as possible. (Learning)

>Diplomacy - 2
>Martial - 15
>Intrigue - 8
>Stewardship - 20
>Learning - 6
>Personal Combat - 3
>>
Rolled 5 (1d10)

[u]>TURN 1 RESULTS PRELIMINARY RESULTS[/u]

>(Basically what that means is if I need some clarifying info I’ll ask you and you have a chance to explain your Actions in more detail, so me not understanding doesn’t waste your turn).
>Seven Hills Republic
>Focus on increasing population
You consider various ways in which you could bolster your kingdom’s tiny population.
>Perhaps if we could bolster our food production… (Roll+Stewardship)
>Spread the word of our fabulously wealthy kingdom far and wide! (Roll+Diplomacy)
>I shall hit the books and find potions and cures to boost nationwide fertility (Roll+Learning)
>Other(Specify)
>Study to increase Martial stat
You retreat into the Tropicalian library, devouring the treatises of ancient warmasters and studying records of the War of Royal Deposition, in which the elite Seven Hills knights played a decisive role in overthrowing the corrupt monarchy.
>I must learn the ways of our cavalry! (Roll+Learning to make progress towards improving your Martial stat, Critical Successes do not let you roll again. Instead, if you get a Critical Success and then confirm with another crit, you gain the ‘Cavalry Tactician’ Trait, letting you halve the bonus enemy Spearmen get versus your Cavalry if you are the commander in that battle.)
>No, I must master the basics first. (Roll+Learning to make progress towards improving your Martial stat, Critical Successes let you roll again as normal.)
>Explore the South-West of our borders
You dispatch a force of eager scouts, young nobles mastering horsemanship by serving as outriders, to investigate the outlying lands. You eagerly await their report.
>Please indicate the Region you’d like to explore. Seven hexes, or roughly the equivalent area thereof.
>Rolling for Regional Hostility.
See pic related for an explanation of improving your stats and exploring.
>>
Rolled 3 (1d10)

>>4706338
> A República Soberana Constituinte da Nação de Marvais

>The Oficio Para a Administração de Povoamento (Office for the Administration of Settlement) is, by latest order from the capital, to be given an budget of several hundred Republicas (Highest valued Coinage of the Republic) to foster the growth of the population
One Wealth Level is tied up into increasing your Population Growth. Your Pop Growth increases to 10% (to which you add your Passive Pop Growth, you can find this all-in the Ledger) per Turn until you cut spending on the O.P.A.P. again, freeing the Wealth Level back up.

>Knowledge of his own faults as a bad stewardship have motivated Joaquim Sarmalhão to further take studies in stewardship and general administration.
You find tutelage under an old veteran of a charter company’s administration, who teaches you all the tricks of the trade.
>Roll for paper-pushing wisdom
>With concerns over the safety of the highly valuable city of Samais, tropeiros (explorers, trailmakers) have been dispatched south of the border through the peninsula of Malbacoa.
You have sent a cadre of Tropeiros out into the wilderness to bring back knowledge of the lands beyond your borders.
>Please define the Region you wish to explore
>Rollan for Regional Hostility
>>
>>4706338
>Spread the word of our fabulously wealthy kingdom far and wide! (Roll+Diplomacy)

>I must learn the ways of our cavalry! (Roll+Learning to make progress towards improving your Martial stat, Critical Successes do not let you roll again. Instead, if you get a Critical Success and then confirm with another crit, you gain the ‘Cavalry Tactician’ Trait, letting you halve the bonus enemy Spearmen get versus your Cavalry if you are the commander in that battle.)

gonna post the exploring soon
>>
Rolled 46 + 18 (1d100 + 18)

>>4706349
First the pop roll
>>
Rolled 5 + 13 (1d100 + 13)

>>4706349
Now for the study
>>
>>4706346
> The Dirt Kingdom
>Action 1; Hire and send prospectors to the mountains near Mud.
Well, rock is just a harder type of ground, right? So maybe there’s harder type of cacti up in the mountains! Let’s have a look!
>Rollan for Regional Hostility once you’ve decided on the area
>Please paint the region you wanna explore, seven hexes or the equivalent thereof
>Action 2; Build a couple of fishing boats and pass a couple of laws extending the permited fhishing range. Will that encourage this type of commercial activity? (FISH !!!)
Time will tell. Your administrators make the necessary legislative changes, while your shipwrights work round the clock to fulfil your orders.
>Roll+Stewardship to make progress towards improving your Wealth Level.
>Action 3; Hire some moonshiners in order to perfect cacti based "refreshments".
You gather up a motley crew of brewers, distillers and moonshiners to experiment with the Mudprickle, seeing what can be done with it. What should they prioritize in their brews?
> Make a drink that keeps well and tastes better, that we may export it far and wide! (Start researching: Pricklebeer. Upon completion of Research, gain a Wealth Level.
> Brew drink that reinvigorates our warriors, making it easier to stay on the march. (Start researching: Cactusstep Brew. Upon completion of Research, gain a +3 on Forced March checks. See the rulebook for what a Forced March is.)
> You know those hallucinatory effects? Yeah, bring those to the fore. (Start researching: Mudmind Shoot. Upon completion of Research, gain the ability to produce Mudmind Shoot, a hallucinatory, seriously addictive drug. I’m sure you can think of some nefarious uses for that.)
>Other (Specify)
>>
File: 1616339922697.png (1.78 MB, 1201x1107)
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Rolled 1 (1d10)

>>4706370
>Action 1; roll and hexes
>Action 2;
> You know those hallucinatory effects? Yeah, bring those to the fore. (Start researching: Mudmind Shoot. Upon completion of Research, gain the ability to produce Mudthought Shoot, a hallucinatory drug. I’m sure you can think of some nefarious uses for that.)
The king will not sucum to petty adictions.
we must remove that trait.
at all cost
>>
Rolled 31 + 18 (1d100 + 18)

>>4706370
>Action 2; roll
>>
Rolled 55 + 15 (1d100 + 15)

>>4706346
Alright, rolling for the study
>>
File: Exploration.png (47 KB, 455x329)
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>>4706397
Forgot to add the map
>>
>>4706370
> Knossos
>1. Have davos study military tactics from past battles in history books +18 learning
You surround yourself with scrolls penned by long-dead tacticians and accounts penned by your good friend Ludius, on the lessons he learnt during the wars of unification. Your grief compels you to read these again and again, and you feel like you have learnt much, despite the pain.
>92/150 progress towards improving your Martial.
>2. Build a group of secret, hidden operatives loyal to Davos only +12 intrigue
If an Archon can be murdered in his own house, it’s clear you will need a group of spies loyal to you, and only you, for your own safety. You acquire a group of about fifteen operatives. Some have a network throughout regions of Knossos, keeping tabs on everything that’s going on. Others are adept sneaks and eavesdroppers, able to speak information that others might want left unsaid. Another unsavoury few are assassins, who ply their deadly trade for the security of the kingdom. This shadowy crew will need a Spymaster, and a few of them stand out to you:
>Dulycia, the spy who is so competent that she even managed to be promoted to your personal chambermaid before you caught her. She originally signed on to avoid the gallows, but she’s proven both her competence and loyalty to you time and time again.
>Aegis, the elderly gentleman fond of poetry and hawking. Unbeknownst to most, he’s also one of the most deadly poisoners this side of the equator, able to supply operatives with whatever they need to do their job, whether it needs to look like an accident, or it needs to send a message.
>Talium, the person that hides their identity to the point where not even you know exactly who they are. What you do know is that they’re the most well-connected person in Knossos, with an informant seemingly on every street corner.
>No, another shall be my Spymaster (Specify)
>3. Increase wealth : Build a harbour in Argos to facilitate trade +14 stewardship
Construction of the harbour begins, though it’s quickly become apparent that your architects underestimated the softness of the ground near the sea. The buildings on the dockside are going to have to be reinforced, which is fortunately not particularly expensive, but it’ll extend the time it takes to complete the docks. At least the merchant navy should have some extra room to trade once they’re complete, not to mention provide extra sailors and vessels to pressgang into service if need be.
>One Wealth Level is tied up into constructing the docks for four Turns. You may use Actions to try and speed this up. Once the docks are completed, you will make progress both towards increasing your Wealth Level and Max Sailors.
>>
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Rolled 18, 80, 97 = 195 (3d100)

>>4706338
1. The Emperor is searching for a proper steward to help him run the nation as he finds himself lacking a head for logistics. He will scour the nobility for someone loyal and effective to help him rule. +18 Intrigue

2. The wheels of progress where turning as the very world changed around him. Several of the Dwarven nobility have brought forward ancient dwarven technology called the Printing Press which allowed them to stamp runic symbols into their holy stone. It would take some effort but the technology could be adapted to Oscovite script and paper making the books much cheaper to produce in the Empire! +14 Learning

3. With the ever unruly nobility and the threat of future foreign sedition the establishment of a secret police is crucial to the continued rise of the Oscovite State. These men who report directly to the Emperor becoming his eyes, ear and knives in the darkness, +18 Intrigue
>>
Rolled 31, 79, 38 = 148 (3d100)

>>4706406
>>4706406
>>Aegis, the elderly gentleman fond of poetry and hawking. Unbeknownst to most, he’s also one of the most deadly poisoners this side of the equator, able to supply operatives with whatever they need to do their job, whether it needs to look like an accident, or it needs to send a message.

turn 2
1. Have davos continue studying the more advanced military tactics +18 learning
2. For us to produce more of the mirror plate of argos, a steady source of metal is needed. so Davos sent a team further inland to pospect the area for any source of metal +14 steward
3. The first assignment of the spymaster Aegis is to purge the group of rats responsible for the assasination of ludius, Davos requested that he send a clear massage to anyone who dares to act of line in his kingdom. +12 intrigue
>>
Rolled 99 (1d100)

>>4706453
>Bonus military learning roll from the previous turn crits +18
>>
Rolled 64 (1d100)

>>4706457
Another bonus roll waheyy

>Learn military for davos +18 learning
>>
>>4706406
> The Republic of Qi Sha
>Your trusty network of informants could point me in the right direction. (Roll+Intrigue, 99)
You’ve only just barely started drafting plans to expand hatchlingcare when your spies return to you.
“My Liege, we have brought to you this man. He claims to be a… representative of sorts.”
A strong-jawed man with gray eyes and a 5 ‘o clock shadow is brought to your rooms. His intense eyes lock yours, and he gives you a smile, reaching out a hand.
“Don Sullivan,” he says, cheerfully ignoring protocol and decorum by enthusiastically shaking your hand, “of the Human Labourer’s Union. I heard you wanted to negotiate, so let’s talk.” As this Sullivan fellow awaits your response, one of your spies whispers something into your ear. You suppress a smile, but you know you have the upper hand in this negotiation already, because you know…
>…that Don Sullivan is trying to put his daughter through college over in Knossos. That has to be incredibly expensive, especially on a Human’s budget. He might be very pliable with promises of a scholarship.
>…that Don Sullivan is the architect of a string of Human murders that have been blamed on the Lizardfolk, further inciting the Humans against their rulers. If that information became public knowledge, Don Sullivan would be done for.
>…that Don Sullivan is known as a stand-up, honest guy, whose word is his life. If you make a bargain with him today, you know for a fact he will do his damnedest to fulfil his side of the deal, both in letter and in spirit.
> Another piece of information that provides incredible leverage (Specify)


>While the informant network is determining the human leaders, back in Nin Ankh Nehelli drafts a plan to promote an increase in lizardmen birthrates by expanding the childcare infrastructure. (Stewardship roll for pop growth increase, 75)
You begin drafting a plan to take care of the new hatchlings. The eggs laid by your people require very specific temperatures and degrees of moistness to hatch properly, and they tend to be difficult to recreate outside of the coastal steppes your people grew up in. You could set aside large parts of these areas as guarded ‘hatchling reserves’, which would be a relatively simple affair. Alternatively you could find methods to reliably recreate these conditions indoors, which would be much more expensive but allow for a much more controlled raising of the children.
>What worked for our ancestors will work for us. Create the hatchling reserves! (An easy way to increase Pop Growth, but leaves the hatchlings unsupervised, meaning they might get into accidents or eat each other. Lower effort, lower reward.)
>We must cherish our spawn like the Humans do with theirs if we are to survive. Construct artificial hatchling habitats! (More expensive and time-consuming, but this is much easier to control, meaning more of your hatchlings will reach adulthood. Higher effort, higher reward.)
>>
>>4706472
> Holy Trusitanian Kingdom
>Decree the construction a University in every major city, as well as the capital, to facilitate the training and education of our rapidly growing population. (Roll+Stewardship, 55)
Builders from far and wide are drawn to your cities in hopes of earning coin at these construction sites. Though some of your villages are left somewhat deserted, and it’s quite the investment, you’re convinced it will be worth the effort.
>You will be building universities for three turns. Since these are massive projects dotting your land, they are tying up both one Population Size Level and one Wealth Level. Upon completion, the academic boosts your universities provide will grant you +3 to your Research rolls.


>Organize and advertise a new Yearly Jousting Tournament with a large monetary reward to encourage the development of a more capable cavalry force. (Roll+Diplomacy, 12)
Please note that hosting a tournament takes up one Wealth Level for the duration of the event.
Originally, all seemed like it was coming up aces with your grand Jousting Tournament. Knights from far and wide have come to attend, and the High Priest of the Trusitanian Church has announced he will even personally bless the victor! However, two nights before the great Tournament were to take place, disaster struck – apparently, a bunch of young knights had been generously provided large amounts of alcohol by a group of men. Eventually, once the young nobles were all very drunk, a mysterious figure among the group convinced the knights to partake in an archery contest on the morrow, wagering their entire pouches! Unsurprisingly, the hungover knights did very poorly, while the stranger shot so accurately that he first shot an arrow into the bulls-eye, and then split THAT arrow with his second! Needless to say, he’s capered off with a large sum of money, and now several disgruntled young nobles haven’t got the money to drink, or worse, pay the entry fee to the tournament! Word has spread quickly – rumours about that nobody but Theflin Coif and the Jolly Lads could have pulled off a stunt like this.
>Hohohoh, what hilarious audacity! I shall cover these young gents’ entry fees for the sake of spectacle, but let this be a lesson in moderation for them. (Tie up one additional Wealth Level while the Tournament is going on.)
>This band of criminal scum must be arrested and put to trial for theft and conmanship at once! (Roll+Martial to send out arrest parties.)
>A man that can play confidence tricks AND shoot like that should be my courtier! (Roll+Intrigue to contact the Jolly Lads.)
>Another solution is in order (Specify).
1/2
>>
>>4706493
>Begin research on a more sturdy armor for cavalry riders and horses, ideally one that would limit mobility as little as possible. (Roll+Learning)
You take advantage of the Jousting Tournament to find armourers experienced in forging barding for horses and armour for knights; plenty of those around at the moment.
>Current Research: Cavalry Armour (+2 to Cavalry units in Combat Rolls).
>Research Progress: 42/100

2/2
>>
Rolled 93 + 15 (1d100 + 15)

>>4706493
>This band of criminal scum must be arrested and put to trial for theft and conmanship at once! (Roll+Martial to send out arrest parties.)

Order must be maintained, and these "Jolly Lads" making fools of the nobility will not be tolerated. Though a marksman like him is tempting to make a courtier, his conduct is simply unacceptable, and who knows what other tomfoolery he might attempt afterwards.

Also, if they cannot be apprehended in time for the tournament:
>I shall cover these young gents’ entry fees for the sake of spectacle, but let this be a lesson in moderation for them. (Tie up one additional Wealth Level while the Tournament is going on.)
>>
Rolled 52, 89, 99 = 240 (3d100)

>>4706472
>…that Don Sullivan is known as a stand-up, honest guy, whose word is his life. If you make a bargain with him today, you know for a fact he will do his damnedest to fulfil his side of the deal, both in letter and in spirit.
>We must cherish our spawn like the Humans do with theirs if we are to survive. Construct artificial hatchling habitats! (More expensive and time-consuming, but this is much easier to control, meaning more of your hatchlings will reach adulthood. Higher effort, higher reward.)

Turn 2 actions
>Nehelli attempts to persuade Don Sullivan to support a law that the Grand Prince has in mind. Currently humans are free to leave the Republic at will, and very eagerly seize any reasonable opportunity to do so. The law would change that, implementing harsh requirements to be met by emigrants, effectively allowing only the wealthiest and most influential humans to leave the country. It would not come without benefit for them, of course, and a great portion of the budget would be allocated towards improving their quality of life in the coming years. If they are to stay, the humans have the right to live comfortably, after all. (Diplomacy + 18)
>Nehelli spends some time sorting out new trade deals and optimizing existing routes. (Trade roll, +23 from stewardship and resource value, TD: 60)
>The Grand Prince lays the groundwork for the foundation of a great magic university in the capital. While blood mages employed dubious methods, their libraries are full of tomes on innovative spells and rituals which do not necessarily fall into the forbidden category. Scholars are ordered survey, research them and develop a curriculum for various subjects to be taught at the university. (Learning? +17)
>>
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>>4706496
previous post deleted for wrong name

Turn 2:

>Continue Research into Cavalry Armour (Learning +6)

>Begin plans to establish a new city located on the lake (pic related) with the intention of eventually trading with peoples down river. (Stewardship +20)

>The Mountains at the back of Trusitania have long protected our border to the North, but they have largely gone unexplored. Send some brave souls to prospect them for what secrets they might hold. (?) (second pic related)

>Diplomacy - 2
>Martial - 15
>Intrigue - 8
>Stewardship - 20
>Learning - 6
>Personal Combat - 3
>>
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>>4706618
>>
Oh god oh fuck I fell asleep, sorry for missing some shit.

>>4705875
The Central Powers are ran by a group of six members:

-Guardian Imeall Fiadh, aged 65, is the overseer of Falegn. A strict isolationist who believes that nothing good can come from interacting with the outside world. He also doesn't see much point in changing from the old traditions of the former clans. His stubborn refusal to change from tradition clashes with some of the other members.

-Trader Orga Aine, aged 44, is one of the most powerful merchants who controls most of the shipments leading in and out of the nation. She mostly puts her attention on keeping the money to run the nation following and only wants to protect the forest so that outsiders can't get their wood for free, though some rumor that a part of her still reveres the oak.

-Enforcer Cillian Bracken, aged 54, commands the quaint and frankly barely larger than a local militia army of the Empire. He, along with Imeall Fiadh, has a distaste for anyone not from the original clans coming into the lands, though it's not out of tradition. It's just easier to trust those that he knows.

-Commander Liam Egan, aged 33, commands the navy of the Empire. Although most of their peers are disinterested or outright against allowing outside influences onto the nation, Commander Liam believes that locking themselves away would only lead to the decay of the nation. His optimism outlook on interacting with outsiders is controversial to many of those in the nation.

-Duchess Beithir Foley, aged 30, rules over the town of Zein. A slithering and slimy woman, she's somewhat hands off from managing the town and only seems to spring into action when something interests her or directly threatens her hold on the town itself. Those in power enjoy her presence and attitude but she's not particularly well liked by the civilians.

-Shaman Ailill, aged 75, is one if the not the only remaining clan leader to still not have adapted fully to the new system of rule. While some of the younger members see her dead hard commitment to still acting in the tribal ways as quaint, most of the older members of both the council and the nation still hold her in very high regard. She treats the woods with upmost reverence, believing that those who interfere with them will only bring doom to the nation.

actual turn in a moment, just wanted to get that sorted out.
>>
>>4706652
>Explore the woods to the north of our border to see what we could possibly find in there.
>Study to hopefully boost the poor Intrigue stat up some.
>Focus on training more Spearmen for our army/glorified militia.
>>
>>4704552
>Name: The Shushu Horde
>Government: Nomadic Tribe
>Resource: Pelts
>Military Strength: Hit & Run, Disciplined Troops
>Wealth: Luxurious (9)
>Pop: Massive (10), Growth: Slow (4)
>Army: Great (66) Navy: Weak (21)
>Ruler: Warlord Shu'Ran
>Stats: Diplomacy (9), Martial (11), Intrigue (1), Stewardship (7), Learning (5), Personal Combat (11)

>Locations
Nomadic Clans: Mibu (Thirst), Husha (Silence), Shugo (Heart)
Central Trading Post: Rekanda Tor

The cold, frigid lands north of the mountain range that divides the eastern continent in two, have for a long time been deemed inhospitable, incapable of being a cradle for fledgling kingdoms. Arid land, dangerous wildlife and low temperatures have made the natives, who would later be known as the Shushu, a hardy and brutal people, considered barbarians by most civilized folk for their ancient martial culture. Divided for long into independent clans, their number rhythmically grew and was culled by infighting, until one year it reached its peak, and a great man arose to unite the clans. Stronger than ever, the Shushu set their sights upon a neighboring kingdom that had grown fat and complacent through riches and prolonged times of peace. They could not expect the veritable onslaught of flesh and blood that followed. The riding horde tore them apart, plundering jewels and ancestral artifacts. High walls could not save them, everything was razed to the ground, their culture and history lost forever. The only trace of this old kingdom ever existing is a derivation of its name, that in Shushu tongue has taken the form of the word used to express cowardice.

Gorged on conquest and thirsting for more, The Shushu Horde is abuzz with activity, though many dark secrets lie at its heart. Impious pacts with primordial deities, and a demon whispering into their king's ear. Their warlord Shu'ran, glorious general and renown hero, has been made mad by the horrors of war, and possibly a curse within his bloodline. And it can only spell disaster, a mad king at the head of such a powerful and bloodthirsty people.

(borders incoming)
>>
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>>4706861
Here they are. I forgot to put my color in the sheet, make it purple if it isn't already taken.
>>
I remember playing in the last two of these. Shame the second one was short lived though. I wanted to play out my French Peasant's Republic.
>>
>>4707037
Ah yeah, that one had potential, I just fell off real quick, mea culpa.

>Dirt Kingdom (Resolving the Turn)
>Exploring
The Chancellor is the one to roll for regional hostility, not the Player. You're lucky :p
>Rollan for Regional Hostility

>Cactus Drugs it is!
Your moonshiners cackle as you instruct them to work on a potent hallucinogen based on the Mudprickle's natural abilities.

>Current Research: Mudmind Shoot (Manufacture a hallucinogenic drug).
>Research Progress: 96/225
>>
Rolled 46, 25, 12 = 83 (3d100)

>>4706618
>>
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>>4707460
>Seven Hills Repoublic (Resolving exploration)

The men you sent out to the west of Fort Galego return, noting that the area seems peaceful but uninteresting. They came across an old abandoned farmstead, but there was nothing of note to be found there, its inhabitants long gone. The area's flat and easy to traverse, barring the thicker parts of the forest running through the centre.
>>
Rolled 1 (1d10)

>>4707460
Damnit, forgot to roll.

>Actually rollan for Regional Hostility this time
>>
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>>4707460
One day the monarchs of the world will tremble
>>
>>4707463
>Seven Hills Republic (Resolving your Turn)

>Spread the word of our fabulously wealthy kingdom far and wide! (Roll+Diplomacy, DC 50, roll 64)
It's quite convenient that you can hire loudmouths in bulk from the Town Criers' Guild. You send emissaries throughout the world, letting it be known to all that your lands are the best place to realise the dream of a wealthy, independent life. And it works! People begin to migrate towards your lands - a lot of humans from Qi Sha, especially. It's a slow trickle, but you're confident it will help.

>You have one Wealth Level tied up in increasing your Pop Growth by 10%, which is added to your Passive Pop Growth. This remains until you stop spending money on encouraging immigration, which you can do at the cost of an Action.

>I must learn the ways of our cavalry! (Roll+Learning to make progress towards improving your Martial stat, Critical Successes do not let you roll again. Instead, if you get a Critical Success and then confirm with another crit, you gain the ‘Cavalry Tactician’ Trait, letting you halve the bonus enemy Spearmen get versus your Cavalry if you are the commander in that battle, 18)

You do your best to understand the nature of cavalry in warfare, but the lessons just keep slipping from your mind. At least you can recite some truisms from memory now, like 'Never charge into a spear line.'

>18/175 progress towards imrpoving your Martial.
>>
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>>4707460
>Dirt Kingdom (Resolving exploration)

Egads! The folks you sent out to see if them there hills held any gold have returned. Some of them, anyway, and only seven limbs between the three of them. Apparently, they were warned by locals that the area was dangerous, but they didn't expect to find...

>A volcano, which they discovered had recently become active only when it started spewing molten rock at the exploration party!
>The tomb of a long-forgotten Pharaoh, which has been opened by these foolish adventurers, cursing your lands with an Undead scourge!
>A Dwarven stronghold that pelted your expedition with axes, seeking to claim the riches of the mountains for themselves!
>No, 'tis an even worse threat... (Specify)
>>
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>>4707493
>Republica de Marvais (Resolving Exploration)
The people you sent out to explore the areas south of your border bring back word of the area. While it's not an active threat to the Kingdom, it poses a problem for expansion in the form of...
>Roving packs of wolves, angry bears and other predators in the region seem almost supernaturally aggressive towards human life. Some suspect there may be a particularly isolationist Druid living in the area.
>Many smaller rivers splitting up into deltas, resulting in marshes and quagmires throughout the region. Hard to traverse, almost impossible to build in, and on top of that it's rife with disease-carrying insects.
>Another problem is centred around this region instead (Specify)
>>
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>>4707493
The prospectors had only arrived to the mountains a few days before, the locals had already warned them to not venture into the harsh badlands.
They spoke of how all who enter never survive and not even the roc, once common in the island, dared nest near land.
They didn’t listen, their judgment clouded by dreams of matte gems and the elusive tin metal.

They had begun their explorations, moving large amounts of land and setting camps without care for the creatures that wandered the darkness. Their lacked of care for the predators was not unwarranted.
None of the sons of nature dared encroach in the lands of the forgotten beast.
By the time the humans realized they were followed it was too late.
The beast attacked the quick sound of webbed feet and the noxious smell of ammonia was the only thing that indicated the loss of two of their companions.
The humans tried to escape but the monsters was on their tails, it quickly glided over the ground in his belly and devoured another man.

The monster keep toying with his food, by the time they had almost return to the city of mud only 5 of the original 32 remained. Badly hurt and with no real hope of surviving the night. If the beast didn’t get them, blood loss would.
“WENK!” the howls of the monster pierced the night.
Most of the humans run away, only 2 stayed in the safety of the light.
But it was for naught, the beast approach them anyways, slowly coming closer until the light could reveal his horrid plumage.
The gigantic one eyed penguin breathed out a toxic mist, and while the two men choked on their blood, the perfect predator turned to the fleeing humans and the distant lights of the city.

>No, 'tis an even worse threat... (Specify)
The forgotten beast, Nigel, has return to roam the lands again.
>>
Is bullshit like fantasy species allowed?
>>
>>4707990
Well there are lizardmen and mummies and dragons.
>>
>>4706346
>>4707507
>The Republic of Marvais

Tapulhaqui.

First discovered by the settlers of the Noronha people, long before the time of the empire. It was an odd plant, as one could deduce only by it's appearance. Growing in proximity to trees, this plant bore not leaves or flowers, but small, silvery nuts. The Alabaster fruit, when full grown, could be compared to the size of a child's eye. It was robust, but not outright hard - one could crack it with their very hands, exposing the edible contents inside. This peculiar fruit soon found it's way to the diet of the local natives. With an decidedly salty, but still yet nutty with an hint of sweetness and a tangy peppery aftertaste. More than that, they found it to be invigorating when chewed, quickly becoming a mainstay for sentinels and other workers of the night.

For centuries afoot, the Tapulhaqui remained as such - a mere energy morsel that some people amongst the kin of the south enjoyed. It was not until after the declaration of the Noronhese Empire that it's second, most notable use was taken to light. When ground to a thin paste, submerged in hot, sweetened water for a day, sieved, and then left to dry in the sun for over a week, one would be find themselves in possession of an incredibly fine powder in coloration similar to ivory. It's taste, too, completely changed. Whereas the Tapulhaqui was much too salty for the palates of many, this dust possessed an sweet yet still briny flavor, the nutty-like saccharine flavor yet balanced by the piquant pepper-like spice. More than that, some have been able to change the tone of the sweetness by changing the liquid upon which it is rested to something similarly sweet, such as warmed ale or warmed juice.

Such a discovery started what could only be described as a major culinary revolution amidst not only the lands of the southerners, but the entirety of Noronha and even beyond. Gentry from the entirety country, aristocrats and noblemen from every corner and every regional court soon wished to have upon their tables that Sweet yet Briny flavor. Soon becoming known widely as 'Sal de Marfim', this spice proved to soon be one of the greatest exports of the people of the south, further estabilishing them on their road to become the commercial liver of the imperial economy.
[cont.]
>>
>>4708139

With this in mind, it would be not a surprise to know that the now independent southerners of the Marvais considered this to be an much too important resource to not use. Even with the fall of the empire a number of centuries past, the amount of those who still wished to buy the flavorful powder remained yet large. It was for that very reason, for that piece of knowledge, that the Chief-General of the Republic, Joaquim Sarmalhão was now writing an letter. It was well within his knowledge that, if he were to achieve his goals of bringing definitive safety for his people, that the already flourishing economy would have to yet improve. And the first way in which he would do that, was by making use of one of his country's own specialties - the ivory salt spice. But of course, to simply open the gates to this resource would be unwise...it would flood the markets, which would result in not only lower prices, but a weakening of the monopoly.

Instead, he would expand his market with a goal in mind - to further expand the routes of commerce of the Marvais to the great western continent which lay across the channel. The Kingdom of Dirt, as it was so named, was a large nation, with an equally large amount of possible customers. With his initiation of contact, Joaquim sought to establish a commerce deal, as to give our people an official contract of exportation of this luxury good. From what he had learned, there currently remained a great opportunity - the failure of the cilantro spice amongst the people meant that there were still yet many who would desire something to replace it - something which, if his plans worked, would become the Sal de Marfim and easily gain the ease of profit that came with the classification of commodity to this product. As he continued to develop the contract and letter which he would soon send, Joaquim also prepared an Federal Order to put in action the creation of an Joint-Stock State Subsidiary Company, to whom the rights to an Federal Charter for Commerce of Ivory Salt & Similar Luxury Items in the Kingdom of Dirt.

And so was borne the Companhia de Durteã.

>Dispatch an proposal of Commercial Contract for an Luxury Trade charter to the Kingdom of Dirt
>>
>>4708141

In other news, the Tropeiros from the south had at last returned. From their reports, the land south of Samais was a savage one; these temperate plains not far from the border possessed great flocks of violent beasts such as wolves and bears, all hostile to human life in manner unseen by their northern cousins. Though rumors of an druid standing as the cause to such problems exist, there was not much that one could or should do in the situation in which they faced themselves.

For the time, the land would remain in its wild state, an natural moat to any barbarians which could rise from farther away southlands.

>Roving packs of wolves, angry bears and other predators in the region seem almost supernaturally aggressive towards human life. Some suspect there may be a particularly isolationist Druid living in the area.

Something else, too, troubled Joaquim. He knew that not all of the Noronha had fallen to wilderness - knowledge of the northern aristocracy of the hills had an easy time travelling through the great river which separated their people from the rest of the continent. Though he knew not of their intentions, Joaquim had full knowledge that the flames of his ancestral empire was yet to truly die in the hearts of all Noronha people.

It would be wise, he knew, to take note of the wilderness between them, that territory which was once the heartland of the empire. But sending another group of Tropeiros would not be wise…no, not when there was still knowledge to be acquired. He would have to make a visit to the Great Library of Cibal, to search it's olden halls for wisdom of ages past.

>Search for Old Knowledge about the lands north of the border, the Once-Heartlands of Noronha.

Meanwhile, much further north, an Quartermaster Sergeant of the naval presence at the mighty fort of Barranco Alto experimented. From his very enlistment to the navy, he was much interested in the material known as blackpowder. The manner in which that dust proved again and again to be stronger than any material man could produce, when in enough quantity completely intrigued him.

For a while, he had taken to using most of his salary to acquire this gunpowder for personal use - an advantage of his reasonable income as a sergeant. Yet he did not regret any of it - for Tomás de Naraçá believed that the powder held the secrets of the future. In this particular instance, he researched the mechanism which gunmen used to spark the powder.
>Research about firing mechanism
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Rolled 86, 94, 62 = 242 (3d100)

Sorry for being late, I fucking forgot turn 1 was resolved.

>Action 1; Send 500 footmen , 350 archers and 200 chavalry to deal with the forgoten beast >>4707700
(+ 15 bonus martial, +1 1000 soldiers more than the enemy, +10 high quality troops)

Action 2: set a Decree permiting the Free trade with other countries having the same taxes as our merchants but the locations of their sell points are limited to all mayor cities.
(allow other players to trade with Dirt Kingdom without permision from the Dude)

Action 3; Spend wealth on moonshiners investigation for cactai drug.
>>
>>4707481
>Continue studying to improve martial
>Send Diplomat envoy towards Marvai
>Build Mine
>>
>>4706861
I'll add you to the map ASAP :) please join our Discord and fill out your entry in the Ledger

Ditto to the Central Sylvan Empire player, please join the Discord.

Writan' up Turn 2 results atm
>>
>>4708962
Pft, you mean the expired link?
>>
>>4708973
no, the updated link he posted at the beginning of the thread that everyone else found but you:
>>4704556
>>
>>4708983
look I rather not join a discord unless I have to in order to play the game.
>>
>>4708991
We do workshop the rules there a lot so it's pretty useful to stay in the loop, I would strongly recommend it. At the end of the day it's your call though, of course.
>>
Rolled 47 + 13 (1d100 + 13)

>>4708819
Rolling for martial study
>>
Rolled 61 + 16 (1d100 + 16)

>>4708819
rolling for mine (prospecting)
>>
Rolled 78 + 16 (1d100 + 16)

>>4708819
Now for building the mine
>>
>TURN 2 RESULTS

>The Oscovite Empire
>The Emperor is searching for a proper steward to help him run the nation as he finds himself lacking a head for logistics. He will scour the nobility for someone loyal and effective to help him rule. (Roll+Intrigue, DC 40, Roll Result 36)
You clandestinely put out some feelers among the Oscovite courts, trying to locate a person with the ability to handle administration in a way the Emperor just can’t seem to wrap his head around. However, the Oscovite Empire currently lacks a centralized intelligence body, and all you’re able to really do is bribe some courtesans and scribes into giving you some general rumours about who might be good options. Sadly, when you summon these people to make your choice, you realise none of them would be an ideal candidate.
>Gargoriya, a famous and talented merchant-widow from the capital, dogged with tales of marketing ploys that border on scams or confidence tricks. The only thing more certain than that she’s good with numbers and logistics is the fact that she is almost definitively going to use this position to enrich herself.
>Dalyan, a young man from Dontask. He seems eager to prove himself and has favourable credentials form the Dontask Scribe’s Guild, but the way he shrinks under your gaze tells you he might be easily intimidated by malevolent actors.
>Roltyek, one of your own courtiers. While he’s dependable and loyal, you’re uncertain about his skills in stewardship, and he has a reputation as a bit of a sycophant. While you’re confident he won’t try to do one over on you or cave to external pressures, he might not provide particularly accurate results, especially if he thinks they’d upset you.
> The Emperor settles for nothing but the best! (Give up on this batch of failures and try again, now or another time)
> No, another one of these mediocre buffoons would suit me better (Specify, the character must have some area of incompetence or an exploitable flaw)

(Cont.)
>>
>>4709095

>The Oscovite Emprie (Cont.)

>The wheels of progress where turning as the very world changed around him. Several of the Dwarven nobility have brought forward ancient dwarven technology called the Printing Press which allowed them to stamp runic symbols into their holy stone. It would take some effort but the technology could be adapted to Oscovite script and paper making the books much cheaper to produce in the Empire! (Roll+Learning, Research, Roll Result 94)
You immediately order the wise men at your court to study this device and derive the principles behind its use. They cordon off a hall of your palace and set to work immediately. Soon, you receive complaints from courtiers about the loud stone-crunching noise coming from the area, but a bad night’s sleep is a small price to pay for progress.
>Current Research: Printing Press (Any technology will be 10 points cheaper; +3 to Stewardship checks, +3 to Learning, -1 Stability due to the ease of producing anti-government propaganda).
>Research Progress: 94/450 (It’s a revolutionary discovery, these are gonna cost more points.)

> With the ever unruly nobility and the threat of future foreign sedition the establishment of a secret police is crucial to the continued rise of the Oscovite State. These men who report directly to the Emperor becoming his eyes, ear and knives in the darkness, (Roll+Intrigue, Critical Success!)

(Cont.)
>>
>>4709099
>The Oscovite Empire (Cont.)
After the embarrassment that was trying to find a Steward, you decide it would no longer be acceptable to rely on ad hoc hireling spies and the odd bribed scullery maid. Instead, you decide to establish a secret police worthy of the Oscovite Emperor. Fortunately, an old friend of the dynasty is able to help you put together an unparalleled group of loyalists to create this new organization. The natural choice to lead it would obviously be this old family friend…
>Dolgaar, an Okoolong of a family that served as bodyguards to your dynasty for generations. Despite being a hulking figure, he is surprisingly sneaky when he needs to be, and has even mastered several basic transmutative spells to disguise himself. He will make your secret police masters of infiltration.
>Zvenli, a now-elderly Zdardian who rescued your father from a roc when he was out hunting. After being introduced as court as an honoured guest, he quickly became indispensable for his talent at rooting out corruption and finding traitors. Under his lead, the organization will make the Oscovite State a bastion of loyalty.
>Gundis, a Dwarf from the Mountains that was promptly promoted to hold office at your court after his suppression of the Lievan Bread Riots of 863 A.t.I. He is brutal and terrifying, brooking no dissent. These traits may be undesirable in a ruler, for it makes him hated, but if applied via an intermediary like Gundis, it can instead lead to the perfect amount of fear to keep your people compliant. Under Gundis, any would-be revolutionary would think twice before dissenting, lest the Half-Pint Tyrant do unmentionable things involving their toenails and their spleen.
>No, our friend is someone else (Specify)
Of course, this secret police needs a name, even if it’s just for the (off-record) bookkeeping.
>What is your secret police called?
>>
>>4709103
>Knossos
>Have Davos continue studying the more advanced military tactics (Roll+Learning, Stat Training, Roll Result 117+82
You stay up all night devouring the treatises on military manoeuvres and historical analyses of battles. It almost feels like Ludius is there, guiding your hand. By dawn, you emerge a more competent general.
>Improving Martial complete!
>Your Martial is now 7.
>For us to produce more of the mirror plate of argos, a steady source of metal is needed. so Davos sent a team further inland to pospect the area for any source of metal (Roll+Stewardship, DC 60, Roll Result 93
You send out a team of experienced mineworkers and prospectors to investigate the inland areas for any metals that could be used to produce Mirror-Plate. Soon, they return, with tales of riches in the hills! In fact, metals are so abundant there that they are able to offer you several options! The foothills, closer to the coast, are rich sources of copper and tin close to the surface, providing a fairly simple and affordable way to provide your armourers with bronze. In the hills deeper inland, rich iron veins have been found, and the woods covering the area would provide a handy source of charcoal. This would be a much more expensive operation to unearth deep-crust metals, and the supply lines would be much longer and thus vulnerable to banditry, but would allow you to make your Mirror-Plate with steel!
>Having metals quickly is more important than having the best metals. For now, let us focus on bronze production. (Roll+Stewardship to establish a mine, takes two Turns, Wealth Cost 3, DC 40)
>Our armies deserve the best – begin extracting the iron and melting it into steel! (Roll+Stewardship to establish a steel processing operation, takes four Turns, Wealth Cost 7, DC 65)

>The first assignment of the spymaster Aegis is to purge the group of rats responsible for the assasination of ludius, Davos requested that he send a clear massage to anyone who dares to act of line in his kingdom. (Roll+Intrigue, DC 50, Roll Result 50)
You send Aegis to take care of those bastards that killed Ludius. He smiles as he receives your commands. “Of course, sir,” he says, fingering a couple of small bottles on his belt. “Perhaps a tincture of Mudprickle root, with a dash of nightshade. It would induce delirious rantings, foaming at the mouth, before death takes hold. It should make it quite clear that you are not to be trifled with.”
Not two days later, reports of several key nobles dying in exactly the manner Aegis described. It is an open secret they were murdered on your orders, and though this has certainly cowed the unruly nobility, it may also cause the more unruly elements to lash out, worrying they might be next…
>Stability +1
>Stability Check triggered! Please roll 1d20.
>>
Rolled 12, 12 = 24 (2d20)

>>4709204
Stability check
>>
Rolled 1, 34, 47 = 82 (3d100)

>>4709204
turn 3
1. Having metals quickly is more important than having the best metals. For now, let us focus on bronze production. (Roll+Stewardship to establish a mine, takes two Turns, Wealth Cost 3, DC 40) +14 stewardship
2. Knossos NEED a quick source of wealth, and the duck is crucial for us to start trading, so Davos will be personally overseeing the dock construction in argos and see if the speed can be improved and check for trading opportunities. +14 stewardship
3. did you know that even with seat belts people die all the time in car crashes? i thought that was interesting
>>
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>>4709204
>Holy Trusitanian Kingdom
>This band of criminal scum must be arrested and put to trial for theft and conmanship at once! (Roll+Martial to send out arrest parties, DC 60, Roll Result 108.)
These damnable rapscallions must be arrested at once! You send out mounted guards with arrest warrants across the land. Soon, one party returns to you, the Jolly Lads clasped in chains. Apparently, the sergeant leading this party claims, half of his squad was lost to comical traps involving pie-throwing machines, disguises and, at one occasion, a non-Euclidean hallway chase. However, in the end, all of them were captured, including Theflin Coif. They are now being dragged to the dankest, darkest dungeons! While the peasantry is upset at losing their folk hero, the nobility is greatly pleased that order has been restored.
>For five Turns, gain the Trait ‘Imprisoned Folk Hero’ (-10 to Diplomacy rolls with the common classes, +10 to Diplomacy rolls with the nobility).

>Continue research into Cavalry Armour
As the Jousting Tournament continues, more and more smiths set up shop, and your work goes faster and faster. When the jousting field is empty, some of the quicker smiths hire some of the bolder or more foolish knights to hold mock jousts in prototypes of their new armour. Some even seem to be more of an asset than a liability!
(Roll +Learning, Research Roll, Roll Result 31)
>Current Research: Cavalry Armour (+2 to Cavalry units in Combat Rolls).
>Research Progress: 73/100
The Mountains at the back of Trusitania have long protected our border to the North, but they have largely gone unexplored. Send some brave souls to prospect them for what secrets they might hold. (Roll+Stewardship, DC 50, Roll Result 18)
It seems that the prospectors you sent out have encountered little in the way of resources. There was one area, however, in which a promising lead was found. One group of daring prospectors discovered an ancient tomb, seemingly from a past age in which magic inundated the lands. Its magical defences, long dormant as the arcane energies that sustained it fled the lands, have once again reactivated. Cracking open this tomb might reveal ancient magical artifacts, but it could also be incredibly dangerous. Archbishop Dalton has already spoken against violating this ancient grave, and Duke Lachlan opposes the measure on safety grounds. General Borlion, however, is confident in his men’s abilities to take on whatever horrors lie in that tomb, and Duchess Charlotte is very interested in whatever items could be found in there, claiming they could usher in a rediscovery of long-forgotten magical arts.
>What is dead we must let lie. Seal off that tomb! (In favour: Dalton, Prusania.)
>We must brave this tomb of horrors and seize its riches for ourselves! (In favour: Gravenloft, Borlion).
>Another solution is possible! (Specify)
>Neutral Councillors: Tyrno, Nurfaren.
>>
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Name: The Iron Empire
Ruler: Belgani I, Arch-Forgemaster
Color: Grey
Race: Men of Iron
Fluff: According to myth, a great inventor spawned the first of the Men of Iron, having created them in his image and likeness. Having gifted them the blessing of life, he charged them with labor, hard work, and to be fruitful and multiply. The Creator is no longer with us, having passed from this world as all things must, but left behind the Men of Iron as his legacy.

Since that time, the Men of Iron have grown. They continue as their ancestors have for generations, traveling the Underdark and delving deep into the earth to mine metals they use to build their progeny, and tending to the groves of crystals which grow in the presence heat such as the vents and magma pools, harvested for sustenance.

It is often claimed that the Creator must surely have been human, for their society, the individual, and indeed the name 'Man' of Iron seem to imply such. As there are precious metals and common metals, and noble humans and common humans, so it is that there is order and heirarchy in the Empire, with the nobility often forming their bodies from Gold, Silver, and Platinum, soldiers and knights are of Steel and Iron, and the common worker tends to be of Bronze and Brass.

Belgani I is the most recent Arch-Forgemaster, having inherited the title from his father. While not a fighter nor even a warmaster, he especially holds true to the Imperial Virtue of 'Ingenuity', and hopes to create new and better means to improve the lives and prosperity of his people.
>>
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>>4709277
>>
>>4709264
>The Republic of Qi Sha
>Nehelli attempts to persuade Don Sullivan to support a law that the Grand Prince has in mind. Currently humans are free to leave the Republic at will, and very eagerly seize any reasonable opportunity to do so. The law would change that, implementing harsh requirements to be met by emigrants, effectively allowing only the wealthiest and most influential humans to leave the country. It would not come without benefit for them, of course, and a great portion of the budget would be allocated towards improving their quality of life in the coming years. If they are to stay, the humans have the right to live comfortably, after all. (Roll+Diplomacy, DC 45, Roll Result 70)
You decide open, frank discussion is the best way to deal with Mr. Sullivan, and it seems you were spot on. You agree on a framework in which emigrating humans would have to pay a tax to the treasury, which would be allocated towards improving the material conditions of those humans that remain. As such, you expect to see a natural equilibrium form where just enough humans prefer to take their chances abroad that their emigration tax can sustain comfortable lives for the remaining humans.
>Your Pop Growth Level increases by 5%!
>We must cherish our spawn like the Humans do with theirs if we are to survive. Construct artificial hatchling habitats! (More expensive and time-consuming, but this is much easier to control, meaning more of your hatchlings will reach adulthood. Higher effort, higher reward.) (Roll+Stewardship, DC 70, Roll Result 75. Something carrying on from Turn 1 that does not take an Action because I missed it.)
Using techniques already established by your more inland-living kin, as well as those of your country that raised spawn abroad, you successfully manage to design artificial spawning pools that should feasibly be buildable. Your engineers begin work right away.
>Wealth Cost 7, takes 3 Turns. Upon completion, you gain +15% Population Growth.

>Nehelli spends some time sorting out new trade deals and optimizing existing routes. (Trade roll, +23 from stewardship and resource value, TD 60, Roll Result 112)
At Sullivan’s suggestion, you use the Human Labourer’s Union’s contacts in the Qi Shan Human diaspora abroad, which allows you to secure several additional and highly lucrative trade deals. Who knew working with humans could pay off?
>Wealth Level Progress increases by a whopping 52%

(Cont.)
>>
>>4709333
>The Republic of Qi Sha (Cont.)
>The Grand Prince lays the groundwork for the foundation of a great magic university in the capital. While blood mages employed dubious methods, their libraries are full of tomes on innovative spells and rituals which do not necessarily fall into the forbidden category. Scholars are ordered survey, research them and develop a curriculum for various subjects to be taught at the university. (Roll+Learning, Research Roll, Roll Result 116 (Critical Success! Roll again.))
It was a wise decision to use the more acceptable books of the Blood Mages. As their form of magic ultimately relies on the same basic methods and foundational principles as other forms of magic, using blood as a catalyst to greatly bolster their arcane power, much of their more foundational works can be directly reappropriated towards more wholesome ends. A new Arcane University is rapidly taking shape!
>Current Research: Foundations of Arcanology (Any magical technology will be 10 points cheaper)
>Research Progress: 116/225
>>
Rolled 74 + 17 (1d100 + 17)

>>4709335
Rolling to finish 2nd turn. 3rd turn actions later.
>>
>Pick a name for your realm: Mag-nor conclave
>Pick a colour for your realm: grey
travel time.)
>Place a capital and name it: the capital is the big grey ball in the mountains, the name is Yag-dor
>Place two major cities: the cities are the two big black spots on the mountains, their names are yag-mal and yag-bek
> forts: the three light grey spots: their names are Kor-na, Kor-tol and Kor-abad
>>
Rolled 69, 22, 21 = 112 (3d100)

>>4710431
Sorry formatting died and hit enter by mistake
>>
>>4710432
>>4710431
>>
Rolled 9, 10, 8 = 27 (3d10)

I have no idea why the dice aren’t fucking working, I apologize for clogging the quest
>>
>>4710435
>>4710431
>>4710431
The Mag-nor conclave is a Union composed of many, many birdfolk tribes that previously lived separate in the mountainous regions of the east.
After spending decades squabbling among themselves and trying to one-up eachother in the court (composed of the leaders of every tribe), they have finally managed to revolutionize their economy and plan on becoming a trading empire, all the resources available being needed to fuel their ever-growing population.

Their frail bodies are not as powerful as those of a human, but their four arms and great speed grant their hit-and-run strategies a piercing power few others possess.

Their cities are as much works of art as they are fortresses, being made mostly of intricately carved stone and valuable woods (for some reasons no one has considered stealing them yet. Or maybe they are just constantly replaced).

Please tell me if more lore is needed
>>
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>>4709333
>>4710444
Checking them trips
>>
Also sorry for the horrible map quality I couldn’t use paint at the moment
>>
>>4710432
You're placing your country on top of two existing countries. If you want to find an open space, consider this map: >>4706127 as well as the other countries made since then: >>4706875
>>4709280

Though if I recall correctly we may not have more room, sorry.
>>
Rolled 5, 10, 95 = 110 (3d100)

>>4709369
Turn 3
>Invest 7 wealth out of 8 accumulated during the 2 previous turns to begin the construction of hatchling habitats.

>The Grand Prince dedicates some time to finalize the agreements with Dirt, constructing laws relaxing the tariffs on maritime trade with the kingdom and organizing import/export routes. (Roll+13 Stewardship?)
>Finish the research into Foundations of Arcanology, perfecting theories found in ancient tomes and expanding upon them using our scholars' own experiments. If any excess research is generated, direct these efforts towards elemental magic studies, perhaps enlisting the help of Helxia monks, known for their mastery over the six natural elements. (Roll+17 Learning)
>Nehelli sends several trade expedition to distant lands, like Oscovia and Knossos, in order to both make a profit and learn some general facts about these states. Centuries of isolationism have left Qi Sha with little knowledge about modern kingdoms, and the previous Grand Princes were more preoccupied with internal affairs rather than investigations into the geopolitical situation. (Trade roll, +23 Stewardship & RV, TD 60)
>>
>>4710468
Well fuck. I should’ve joined sooner. I’ll check if there is any room left
>>
Rolled 53, 65, 57 = 175 (3d100)

>>4709277
Diplomacy 7
Martial 4
Intrigue 5
Stewardship 10
Learning 18
Personal Combat 1

1.
>Construct a grand library of Stahlhelm
Of all the places in Stahlberg that bring him joy, from the bustling town square to the subterranean gardens, few things do so as as his personal library and workshop. A Man of Iron may die, but of that which lives beyond him, knowledge is the long lasting. Like a great Eldershroom, knowledge lives forever so long as it is cared for and tended to. It is said that once the Inventor had even written down the secret of creating life from metal, but his book was forever lost.

Seeking to avoid that, the Arch-Forgemaster looks to the construction of a Grand Library, where books and wise men may gather, from across the length and breadth of the realm. Even foreigners may be permitted, should they contribute some small parcel of information or wisdom.

2.
>Initiate trade with Marvias and other riverbound nations
Eisenberg lies on the mountains north of the continent, itself a major hub of trade both between Stahlberg and Kupfreberg via the Underway, but also with connections to the great river. The waterway provides an excellent route for transport, particularly in the fine cloths that the Iron Empire is so proud of. The cloth is spun by many tireless Women of Iron into fine fabrics and linens which decorate the shimmering bodies of the nobles of our land. Of particular interest in trade is Marvias, whose navy so impresses us, we seek to build a closer bond with economically.

3.
>Boost Nationwide pop growth
The People of Iron are not born in the traditional sense. Rather they are crafted. A clock-heart is constructed using special crystal at its core. The core is then exposed and touched by either the living ticking heart of a single person, or jointly by a married couple, imparting the spark of life to it and setting it ticking. The heart will glow a fierce blue for a man, or a deep red for a woman. Once done, the clock-heart can then be placed into a newly constructed body. A Man, or a Woman, of Iron is born.

It is a delicate process and while it can be done at the home, success rates are much more successful when carried out by dedicated physicians and tinkerers. Belgani proposes to the other councilmembers and aristocrats to fund and foster proper hospitals to improve the health and growth of the populace.
>>
>>4710539
Terribly sorry, we're currently closed. I'd love to have you, your nation is awesome, but I'm spending my entire evening after work writing up results as is.

I think I might look for a co-QM or something to help me tackle more people.
>>
Rolled 47, 84, 7 = 138 (3d100)

>>4709264

>We must brave this tomb of horrors and seize its riches for ourselves! (In favour: Gravenloft, Borlion). (?)

>Continue Research into Cavalry Armour (Learning +6)

>Plan creation of new city as per: >>4706618
>(Stewardship +20)

>Diplomacy - 2
>Martial - 15
>Intrigue - 8
>Stewardship - 20
>Learning - 6
>Personal Combat - 3
>>
>>4710584
Its understandable, don’t apologize, quests like this are a pain.
I’ve seen many promising civs fall because the qm didn’t know when to say “no” to more players joining, so I’m happy that I’ve been rejected for the continued existence of this quest
>>
>>4710785
Aye, cheers! Feel free to hang out in the Discord in case anyone drops out later, happy to put you in priority queue :)
>>
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Map's updated! Working on the remaining turn updates now.
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>>4709335
>The Central Sylvan Empire
>Explore the woods to the north of our border to see what we could possibly find in there.
You send out rangers to explore the north of your lands, towards where the mountain peaks cover the horizon. It appears by all accounts to be an extension of your native woodland, so you expect swift progress.
>Please indicate which area you would like to explore, an equivalent of about 7 hex tiles. I’ll roll for Regional Hostility once you’ve done that.
>Study to hopefully boost the poor Intrigue stat up some. (Roll+Learning, Training Roll, No Roll Result Yet
You decide to hit the books and read everything you can concerning the field of scheming. From myths about trickster gods to autobiographies of spymasters, your room begins to pile up with books.
>Please Roll+Learning to make progress.
>Focus on training more Spearmen for our army/glorified militia. (Roll+Martial, Recruitment Roll, No Roll Result Yet.
You send out orders to recruit more troops for the army. The recruitment sergeants are already pressing drunken fops into signing on, and you hope that soon you will have an army worthy of the Empire.
>Please specify how many Spearmen you want to recruit
>Please tell me how much Wealth you’re spending (See pic related for details)
>>
>>4710962
>A Republica de Marvais
>Dispatch an proposal of Commercial Contract for an Luxury Trade charter to the Kingdom of Dirt
Your diplomats return home, providing great news! The Dude of Dirt has agreed to a trade charter, and your spices are now flowing into the Kingdom of Dirt!
>You gain a +3 bonus to your Trade Checks!
>Search for Old Knowledge about the lands north of the border, the Once-Heartlands of Noronha. (Roll +Learning, DC 75, No Roll Result Yet)
The Library of Cibal holds much knowledge, most of it off-limits to the common man, lest the ancient parchments be destroyed by careless hands. You, of course, are granted access, though even you are politely requested to leave the handling of the books to the librarians. You begin scouring the library for any knowledge on the old Noronhan heartlands.
>Please Roll+Learning to discover lost or hidden truths.
>Research about firing mechanism
Quartermaster Sergeant de Naraçá has been toying around with gunpowder in his spare time, observing the occasional hand cannon drills Marvais’ small cadre of gunmen performed. In the back of his mind, an idea has formed about simplifying the firing process, potentially allowing one hand cannoneer to fire his weapon by himself reliably, instead of needing two men for it… he’s been talking to a smith, who’s agreed to help him produce a prototype.
>Current Research: Matchlock Mechanism (Gunmen cost 5% less Manpower to train).
>Research Progress: 0/175
>Please Roll+Learning
>>
>>4711002
>The Kingdom of Dirt
> Action 1; Send 500 footmen , 350 archers and 200 chavalry to deal with the forgotten beast >>4707700 (Roll+Martial, DC80 to slay the creature with half your men left, Roll Result 112)
The horrid Nigel of myth has retuned to plague your lands! You always taught it was only a bedtime story, where mothers told naughty children to keep an ear out for the ‘Wenk’ of the colossal penguin, lest it devour them. You thought you’d seen him out of the corner of your eyes a couple of times, but always chalked that up to the Mudprickle. Him being real raises interesting questions about other things you’ve been dismissing as hallucinations, such as Gurshlub the Shoulder Beastie, pants, and that purple elephant that stares in through your window at night. You immediately send out a battalion of men, and a month later, most of them return, albeit many injured. Taking a head count, it seems you’ve lost only 20% of your men, with the archers remaining unharmed and the footmen taking the brunt of the fighting. Apparently, it seems the archers’ Mudprickle sap arrows worked especially well against the creature, sending it into an intoxicated delirium that made it easy to topple. Most of the men were, in fact, lost when it fell on top of them. Regardless, the mighty Nigel is slain, and its head now adorns your wall as a trophy!
>Item Gained: Nigel’s Head (+5 Martial to rolls involving hunting beasts)
>Footmen Lost: 173
>Cavalry Lost: 27
>Set a Decree permiting the Free trade with other countries having the same taxes as our merchants but the locations of their sell points are limited to all mayor cities. (allow other players to trade with Dirt Kingdom without permision from the Dude) (Roll+Stewardship, DC 60, Roll Result 112
After discussing with your advisors, you decide to close the country to foreign trade, with the exception of your major cities, which shall be free-trade zones. While this will hamper your ability to get the best out of a deal significantly, it also frees you from a lot of administrative paperwork, allowing you to better direct that time spent elsewhere.
> You now no longer have to use an Action to ratify a trade deal, but you gain only half the bonus to your Trade Check that your trading partner does. Additionally, you may no longer refuse to ratify trade deals.
> Spend wealth on moonshiners investigation for cactai drug. (Roll+Stewardship, Research Roll, Roll Result 80+Wealth Spent.)
You provide the moonshiners with the coin they need to make the Mudprickle into a proper drug. This speeds up the process significantly.
>By spending Wealth, you may progress your Research with Stewardship instead of Learning. Each level of Wealth spent adds +3 to your Research Progress.
>How much Wealth do you spend?
>Current Research: Mudmind Shoot. (Gain the ability to produce Mudmind Shoot, a hallucinatory, addictive drug.)
>Research Progress: 80+Wealth Spent/170
>>
>>4710593
Reminder for QM to resolve tournament
>>
>>4711042
>Seven Hills Republic
>Continue studying to improve martial (Roll+Martial, Training Roll, Confirmed crit grants ‘Cavalry Leader’ trait, Roll Result 60)
Now that you have spent some time forcing the basics of military strategy into your brain, the more nuanced aspects of tactics are beginning to click into place. You’re confident you’re starting to get it now.
>78/175 progress towards improving your Martial
>Prospect for an Iron Mine (Roll+Stewardship, DC 65, Roll Result 77)
You send out prospectors across your lands, hoping to find riches under the soil. Your hopes and endeavours are rewarded, as one group of grizzled old veterans return, bringing word they have struck iron three days north of Fortaleza! As per tradition, they request they be the owners of the mine.
>You have discovered iron ore!
>Building the Iron Mine (Roll+Stewardship, DC 55, Roll Result 92
The veterans may not necessarily know much about running a mining and smelting operation, but they do know discipline and organization! After you send with them an administrator, a handful of mining teams, and an overseer, they set up an efficient operation within days. The first tunnels are being dug, and the smelters are being constructed. The miners are complaining about latrine duty, but at least it seems their camp is a damn sight cleaner than most mining encampents.
>Establishing this mining operation takes three Turns and costs four Wealth.

>>4711074
Gotcha, will resolve that in Turn 3 for free since I forgot, mea culpa.

>Turn 3 will end somewhere this weekend, either Saturday or Sunday, 17.30 P.M. GMT+1. I'll let you know by Saturday morning at the earliest.
>>
>>4709095
I shall take Dalyan as my Steward and Gundis as my Spymaster. The newly established Prizrak would shake fear into all enemies of the Empire.
>>
Rolled 60, 22, 50 = 132 (3d100)

>>4711042
Completing turn 2
Spend wealth on moonshiners investigation for cactai drug. (Roll+Stewardship, Research Roll, Roll Result 80+Wealth Spent.)
Stored Wealth spent 5 for a 25 bonus.

- Dirt Kingdom
>>Turn 3
Within the royal labs several moonshiners tried to convince the king to not try the experimental drugs, to satiate his appetite they feed the hallucinogenic drug to some fish and then serve then to him.
Interestingly, some of the properties remained even after cooking, greatly degraded, of course.
>Action 1 , Continue the investigation of the Mudmind shoot (Roll + learning(9) or stewardship(18) + 4 stored wealth(+20))

The wizard entered the grand hall, he had been hired by the king but his task was unknown.
He found the man sitting in his throne, with several fingers stuck in various Chinese finger traps.
“you Dudeness, may I ask why have you need of my assistance?”
The king tried to sit professionally, to the horror of onlookers.
“Yes, mister Magic Man, Do you know how to make a golem?”
“Yes, it is an arduous work to inscribe the materials with will and make the-“
“Could you make a scarecrow golem?”
The wizard was baffled
“But, they are so weak, they would not last more than two winters.”
“Yes, but how about we make a lot of cheap golems and use them for agriculture?”
“I… don’t think how it works.” The wizard began considering if he was payed enogh
“Please try”
>Action 2, Commence the production of scarecrow golems (They are not meant as troops and this is also an experiment to see if it would work)(Roll + learning (9) + 2 stored wealth (+10))

Eugine had been getting swapped with paperwork due to some mafia running a extortion business on smaller, independent merchants.
After a third one appeared dead he had enough and decided to go nuclear.
Is what the king would have done anyway, right?
A few private executions and making sure those weeds don’t grow again should be enough.
>Action 3 , use spies to disrupt and apprehend mayor illegal operations(result= ???)
(Roll + intrigue (15))
>>
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>>4712642
>22+9+10
Yeah, i don't think this is going to fly
>>
Rolled 75 + 13 (1d100 + 13)

>>4711097
>Continue improving martial
now it's gonna finish it

>Build a city in the explored land east of fort galego

>Explore southwest of fort kurumin
>>
>>4713546
Map of the explored regions
>>
Rolled 6 (1d10)

>>4713546
>>
>TURN 3 ENDS TOMORROW AT NOON, GMT+2 (daylight savings).

Marvais made a roll for uncovering hidden knowledge in-Discord. Roll result is 35.

After many fruitless days of digging through old texts, even going through shipping ledgers, you are almost ready to give up. However, just as you make to leave, you spot an interesting scroll bearing the ancient sigil of the empire as its seal out the corner of your eye. The librarian follows your gaze.
"Sorry, Mr. President," he says. "That scroll is currently being restored, and off-limits for everyone." However, the title of the scroll beckons you - it purports to hold knowledge of myths about the city!

>Librarians be damned, I am the President and must act in the best interests of my country! (Seize the scroll and read it, gaining knowledge but greatly angering the librarians.)
>It is not essential. Respect the librarians' wishes. (Give up on your quest for knowledge.)
>>
>>4714084
Joaquim takes a deep breath; knowledge of the ancients would be of immeasurable value; the harrowing streets of Cibal are old, far older than the republic and even the empire. Though one could not truly call Marvais to be in a dark age, he knew there was much yet to be re-learned. What secrets could this olden scroll hold? And yet, his experience as not just a politician but as a captain of war spoke louder - there was much that could be lost when one fell to lack of patience. The Librarian has points in his statements - such valuable knowledge cannot be risked, and angering the keepers of the library would only injure his position. Yet there is too much, far too much to simply allow such a scroll to be lost to the ages. He will respect the librarian's wishes, and attempt no further to seize the scroll...but as the light of the moon keeps its watch when the sun sails forth, so too shall he keep a watch. Whatever time it may take, he will make sure that this knowledge will be passed on...Eventually.

Even so, Joaquim felt...off. Truly, it could not only be the fragility caused by age that the Librarians feared, was it? They hid something, that was certain...but why? What secrets remain, locked away in stygian depths, catacombs which have not seen the light of day for far longer than the age of his nation? A Blinding Haze stood afront him...what mysteries did the Noronha hide, what darkness did it hide? For the good of his nation...of his people, he would, no, he had no choice but, to take a step forward...and into the past.
>>
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>>4714215
>The Republic of Marvais

It is often said that trade is the true lifeblood of Marvais, that which had first granted them their stability and power amongst the scores of the Noronha, that which had kept them stable even as the world around them fell apart in the empire's collapse. Such would be, ultimately, an accurate statement. It is, then, of no question that there is much effort put into the bettering of the naval capability of the country, be it military, commercial or otherwise. Though powerful on it's own right, the Armada of Marvais is no otherworldly force. The Gentry know this, and so does the state - and they know even more of the wealth that lies in distant lands too hard to consistently reach.

For that very reason, the engineer known as Joao Serrão,a young but promising scholar from the city of Sarrolhos has been amongst one of many other of his kind hired to look into the development of modern designs. To gain the grace of such noble merchants would mean an contract worth over a hundred Soberanias, an absurd a mount for a startup such as him. More than that, it would surely mean admission to the soon to be formed Naval School of Sagres, a new project created by none other than Joaquim Sarmalhão himself that would see the creation of an school capable of spreading the greatest wisdom in navigation to the people of Marvais; a surefire gain to the mercantile, military and exploratory power of the nation.

As he looked down on blank paper, he imagined of the sea, and of the ships that he had seen that very day in the city's docks. Carracks and Caravels were amongst some of the most used designs of ships when it came to commercial and even military use. They were able to travel long distances, and the caravel in particular was highly maneuverable. But...as he heard the night's howling wind, something came to his mind. Though Lateen sails were well within the knowledge of Marvais, Square Rigged sails were still often favored for vessels such as carracks...and even though their general ability to generate wind force was greater, their mobility suffered. Perhaps...he could find a way that would bring out the best of both?

>Research Caravelas Redondas (Square-Rigged Caravels)

Meanwhile, at Barranco Alto, Sergeant de Naraça continued his research onto a new mechanism for the activation of firearms. Though the design that the smith had first made him had gone a great way to help, his first tests were yet to be conclusive - he would have to reread his blueprints and seek any error which could have been made in this first prototype. If he were to be able to find a manner to more easily spark the gunpowder, the firearm would grow its field abilities tenfold.

>Research Matchlock Mechanism [73/175]
>>
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Rolled 74, 1, 42 = 117 (3d100)

>>4714084
I shall take Dalyan as my Steward and Gundis as my Spymaster. The newly established Prizrak would shake fear into all enemies of the Empire.

1. Continue research on the Printing Press. 94/50 +18 Learning

2. Expand into this new region surrounding the strange metal men and giving us access to this massive new river for trade.

3. Begin construction of new drydocks at Dontask, the mighty Imperial Navy must grow and industry must grow to meet our demands!
>>
>Turn 3 Results

Oh, just as a general note - in case I forget to add it, you're pretty much always allowed to write in an option, even if I don't state that explicitly.

>The Republic of Qi Sha
The construction of the hatchling habitats is well underway. Most of the Republic’s treasure has been emptied for this endeavour, but you are sure future generations will applaud the move.

>The Grand Prince dedicates some time to finalize the agreements with Dirt, constructing laws relaxing the tariffs on maritime trade with the kingdom and organizing import/export routes. (Roll+Stewardship, Critical Failure!
As you discuss the final details of the new trade deal with Dirt with your councillors, the door to the meeting room is practically thrown off its hinges by a very distraught-looking Don Sullivan!
“Bad news, boss!” he says, as guards move to intercept him. You gesture to them to stand back, and Don explains:
“When I explained our deal to the boys, some of them didn’t take to it so well. Some of them in Lanka decided to split off and form their own union, and they’re on strike! They’re blocking anyone from entering or leaving the harbour, and trade’s pretty much fallen to a standstill. ‘Fraid they’ve even sent a couple of your city watch types inna the hospital, sir.”
A deathly silence fills the room. This strike puts your government in a pretty precarious position, both economically and politically. If not swiftly dealt with, this could spread like wildfire, but a brutal repression would in all likelihood anger a vast majority of your Human population…
>Dockworker’s strike! Your Trading Difficulty increases by 10 until this is resolved.
>Additionally, make a Stability check and decide how to deal with this disruption.

>This rabble must be put down before they harm any more guards – send in the army! (Roll+Martial; DC 35; may cause widespread unrest even if successful.)

>Oh, just bribe a couple of the ringleaders and this entire affair will blow over. (Roll+Stewardship, DC 40, invest one Wealth)

>Strikers don’t just put down their work because they feel like it – they want something. Let’s go figure out what that is and how to pretend to give it to them (Roll+Diplomacy, DC 60).

>Another solution is possible. (Specify)
>>
>>4715528
>The Republic of Qi Sha (Cont.)
>Finish the research into Foundations of Arcanology, perfecting theories found in ancient tomes and expanding upon them using our scholars' own experiments. If any excess research is generated, direct these efforts towards elemental magic studies, perhaps enlisting the help of Helxia monks, known for their mastery over the six natural elements. (Roll+Learning, Research Roll, Roll Result 27)
Though the work slows down now that most of the works of the old Blood Mages are scoured for any salvageable magics, your scholars persist dutifully in their work, and soon the groundwork is laid for a theory of magic. While there do seem to be rules behind how magic works, these are as of yet obfuscated; however, your scholars have derived several principles of safely practicing and researching magic that may hopefully one day lead to the discovery of these rules.
>Research Completed: Foundations of Arcanology! Any magical technology will be 10 points cheaper.

>Nehelli sends several trade expedition to distant lands, like Oscovia and Knossos, in order to both make a profit and learn some general facts about these states. Centuries of isolationism have left Qi Sha with little knowledge about modern kingdoms, and the previous Grand Princes were more preoccupied with internal affairs rather than investigations into the geopolitical situation. (Trade Roll, TD 60, Critical Success! Progress doubled.)

Your expeditions return triumphantly from the far lands they sailed to! Not only have they laid many new contacts with merchants in the Oscovite Empire and Knossos – though not with the Rulers of those lands – they have also updated many of the old sea charts of the Era of Piracy. Once again Qi Sha shall rule the waves of the Grand Passage and beyond – but this time as merchants, not as buccaneers!
>You gain 96% progress to the next Wealth Level!
>>
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>>4715528
The Iron Empire
Iron and stone. It is with these two gifts of the earth that your people have built an empire, and so it shall be forever more. The Iron Empire breaches into the light of the Sun at last, ready to explore the lands beyond the mountains for the first time.
>Construct a grand library of Stahlhelm (Roll+Stewardship, DC45, to build the Library itself, and a second Roll+Learning, DC60, to fill it with wisdom. Takes 5 Wealth and 2 Turns to construct. Roll Result 63.
Knowledge is imperishable, but it must have a physical place in which to reside if it is to be passed on to future generations. You order the construction of a Great Library in Stahlhelm, that you may preserve and expand the wisdom of your people. Construction processes swiftly, hewing the library from the rock itself, the builders carving a significant balcony in the mountainside to allow for outdoors reading. You smile. Soon, it shall be ready, and Stahlhelm will become a beacon of enlightenment.
>Initiate trade with Marvais and other riverbound nations (Trade Roll, TD 50, Roll Result 75.
You send out People of Iron to travel down the rivers near Kupferberg, seeking partners to trade with. Though your ships, designed for underground river travel, do not fare particularly well on aboveground rivers, your people do manage to successfully venture out and visit the ‘surfacers’ for the purposes of trade. They bring back some resources your people have never encountered before, and apparently your cave spider silk cloth is quickly becoming all the rage in Marvais haute couture.
>Your Wealth Level Progress increases by 25%!
>Boost Nationwide pop growth (Roll+Stewardship, Population Growth Level, Takes 1 Wealth Level, Roll result 67.)
The process of forging a new Person of Iron is most delicate, and is best left to experts. Your council warmly receives your suggestion to fund these artisans of populace, and a budget for standardizing wards in hospitals for this purpose is swiftly allocated.
>Your Population Growth Progress increases by 9%!
>>
>>4715579
Holy Trusitanian Kingdom

>Resolving the Tournament (Free action since I forgot to do it earlier, Roll+Stewardship, DC 55, Critical Failure
You thought apprehending the Jolly Lads would be the end of your troubles with the tournament, but it was only the beginning. From sour wine at the festivities, to shoddily made benches collapsing, to a bird defecating on the Arch-Bishop during his opening blessing, it seems nothing went right. To top it all off, the goldsmith you hired to make the grand prize ran off with her payment and left you with nothing! Some people whisper your tourney is clearly

>Accept the loss of face (-1 Stability)
>Convince the attendees that all is well and these problems are only minor hiccups (Roll+Diplomacy)

>We must brave this tomb of horrors and seize its riches for ourselves! (In favour: Gravenloft, Borlion). (Roll+Martial, DC 75, Roll Result 62.
An expeditionary company of brave and hardened adventurers set out to, bluntly put, engage in elabourate grave-robbing. You wait many weeks for their return, and eventually, deep in the night, you are roused from your bed as the adventuring party returns. Of the ten that were sent out, only three returned, all gravely injured and pale as the full moon. It is difficult to understand what they are saying, often muttering under their breath, stammering, or trailing off mid-sentence with a harrowed look in their eyes, but between the three of them a story emerges. They speak of indescribable horrors lurking within those ancient tombs, being assailed at every step by unholy fusions of bone and flesh, undead amalgamations that not even the most depraved Lich could conjure up in its most feverish nightmares. After losing three hardened veterans in quick succession, the survivors broke and ran deeper into the catacombs, losing all sense of direction as the decrepit hallways led them deeper and deeper. Soon, the Undead ceased to follow. What they thought was a relief turned into further horror, however, as it became clear why even the mindless abominations up above did not thread here. They refuse to speak upon the matter, only stating that they encounter “creatures that should not be… monsters from out elsewhere”. They did bring back one item, hastily grabbed while on the run, but all other party members were lost.
>From the darkest depths, they retrieved a white-gold amulet, inlaid with a single, unblemished pearl. (Gain Item: Pendant of the Ancients. +1 to Diplomacy, +3 to Learning while worn. I’m sure this is a perfectly fine item with absolutely nothing to worry about.)
>They found a scroll with ancient magical knowledge! (Gain technology: Pierce the Veil, allowing you to Roll+Learning to ask otherworldly entities for hints and guidance as to your current situation. The party seems a little shaken by their adventures, but I’m sure they’ll be fine after some good bed rest.)
>No, they found something else entirely… (Specify)
>>
>Some people whisper your tourney is clearly

...cursed by Trusitania. Sorry forgot to finish my sentence.
>>
>>4718402
Apologies, the Pendant gives +10 to Diplo and +15 to Learning.
>>
>>4718402
Holy Trusitanian Kingdom (Cont.)

>Continue the Research into Cavalry Armour (Roll+Learning, Research Roll, Roll Result 90
As the Tournament winds down, so does the effort of your armourers. Several successful prototypes have been completed, and some of the smiths remain behind to begin producing it en masse, while others are hired by visiting nobility to produce it for their knights back home!
>Current Research: Cavalry Armour (+2 to Cavalry units in Combat Rolls).
>Research Complete!

>Plan creation of new city as per: >>4706618
You lay the foundations of a new city, but as the first settlers arrive in the area, it becomes obvious that the nearby lake has caused the ground to grow marshy and soft. Extra deep foundations will have to be laid before buildings can be built, taking extra time.
>Oh, very well then, let them take their time. (15 Wealth, 12 Turns and 70% Population Growth.)
>Pay for extra workers to help complete the new city on schedule (15 Wealth, 8 Turns and 70% Population Growth. Ties up 2 Wealth Levels until completed.)
>>
>>4718452
>Knossos
Having metals quickly is more important than having the best metals. For now, let us focus on bronze production. (Roll+Stewardship to establish a mine, takes two Turns, Wealth Cost 3, DC 40, Critical Failure!)
Initial progress on the mine is swift, but soon word comes from the mining encampment – the miners have struck a lair of Stone Elementals, who went on a rampage throughout the camp in retribution for this disturbance!
>They will have to fend for themselves. (Lose 35% Population Growth)
>Spare no expense in saving our people! (Lose 15% Population Growth and 2 Wealth).
>Another solution must be found (Specify)

> Knossos NEED a quick source of wealth, and the duck is crucial for us to start trading, so Davos will be personally overseeing the dock construction in argos and see if the speed can be improved and check for trading opportunities. (Roll+Stewardship+14, DC 40, Roll Result 48)
You personally oversee the construction of your new harbour. Not only does your personal skill in administration aid the process, but your mere presence inspires the workers to greater productivity!
>Constructing the docks now only takes two more Turns. Upon completion, gain 35% Wealth Level Growth and 25 Max Sailors.
>Did you know that even with seat belts people die all the time in car crashes? i thought that was interesting. (Hidden Action).
Yeah, that is a fun fact. Tragic, no?
>>
>>4718529
Dirt Kingdom
Completing turn 2 + Research in Turn 3
Spend wealth on moonshiners investigation for cacti drug. (Roll+Stewardship, Research Roll, Roll Result 80+25, 5 Wealth spent).

You give the moonshiners access to a large repository of funds. This allows them to buy better brewing and distilling equipment, giving them an easier time developing the new drug. Soon, it is complete, even doubling as a very trippy sauce for food.
>Current Research: Mudmind Shoot. (Gain the ability to produce Mudmind Shoot, a hallucinatory, addictive drug.)
>Research Complete!
Commence the production of scarecrow golems. They are not meant as troops and this is also an experiment to see if it would work. (Roll+Learning, DC45, 1Roll Result 41)
The Wizard return, a successfully-made Scarecrow Golem in tow.
“It is done, sire,” he says. “But they have a slight flaw…”
>”They are extremely flammable and an absolute fire hazard.”
>”They are only weakly animated and will fall apart over time.”
>Other(Specify)
> Action 3 , use spies to disrupt and apprehend mayor illegal operations(Roll+Intrigue, DC 60, Roll Result 65)
Your spies infiltrate the criminal networks of your empire, and many money-laundering schemes, protection rackets and other forms of organized crime come to light.
>Just put a stop to the crimes that impact our economy the most. (Gain +10% Wealth Progress)
>Infiltrate this damn mafia and arrest the entire organization! (Gain +1 Stability in 3 Turns, takes 3 Wealth).
>>
>>4718544
Seven Hills Republic
>Continue improving martial (Roll+Martial, Training Roll, Confirmed crit grants ‘Cavalry Leader’ trait, Roll Result 83)
The Sun rises as you close your last book with a sigh. You feel that, exhausted though you are, you not at least have a basic grip on several cavalry tactics.
>Martial Improved!
>Build a city in the explored land east of fort galego (Roll+Stewardship, No Roll Result Yet)
You send out a group to build a city in your newly explored lands They decided to settle around that abandoned farmstead, since it was fertile land suitable for agriculture with a little maintenance. Unfortunately, it seems like those ruins were not so abandoned after all – the peasants rumour it is inhabited by a Poltergeist terrorizing your fledgling city!
>Coin trumps fear. Pay them a ‘Geist allowance’. (17 Wealth, 8 Turns and 70% Population Growth.)
>Oh, just send a priest to exorcise the damn thing (15 Wealth, 8 Turns and 70% Population Growth, Roll+Learning)
>Other(Specify)
>Explore southwest of fort kurumin
Your explorers return, stating that all seems peaceful here as well. A group of nomadic travellers came through, who pointed your explorers to a small grove that was apparently quite pleasant and peaceful, but nothing too interesting happened.
>>
>>4718560
>Marvais
>Pull rank to get the book as soon as it’s restored. (Roll+Diplomacy, DC 35, Roll Result 67)
The scribe nods.
“Of course, M’lord. You shall have the book the moment it is restored – I shall make it our utmost priority!)
>You will gain access to the book in two Turns.
>Research Caravelas Redondas (Square-Rigged Caravels) (Roll+Learning, Research Roll, Roll Result 35)
Serrão begins to sketch some designs for a square-rigged caravel. Despite initial strides, there are many hurdles of physics to overcome, but he’s determined.
>Current Research: Square Rigged-Caravel (+1 to Light Ship Movement Range).
>Research Progress: 35/200
>Research Matchlock Mechanism (Roll+Learning, Research Roll, Roll Result 23)[//i]
Unfortunately, a week straight of pouring rain prevents the Sergeant from making much progress on his new matchlock, confining him to purely theoretical advancements.
>Current Research: Matchlock Mechanism (Gunmen cost 5% less Manpower to train).
>Research Progress: 96/175
>>
>>4718576
>Oscovite Empire
>Continue research on the Printing Press. (Roll+Learning, Research Roll, Roll Result 92)
Progress is most swift, and your researchers have managed to create a copy of the Printing Press from scratch! While this does not directly translate from Dwarvish stoneprint to the far more fragile paper and ink of Humans, they have gleaned much about the principles of the mechanism from this.
>Current Research: Printing Press (Any technology will be 10 points cheaper; +3 to Stewardship checks, +3 to Learning, -1 Stability due to the ease of producing anti-government propaganda).
>Research Progress: 186/450 (It’s a revolutionary discovery, these are gonna cost more points.)
>Expand into this new region surrounding the strange metal men and giving us access to this massive new river for trade.
Settling new lands without exploring them first is perilous, as your settlers find out – apparently, this region is home to an Orcish stronghold – they have slain and eaten the entire first wave of settlers!~
>The unexplored Region now holds an Orcish Stronghold
>You lose 4 Wealth and 10% Population
>Begin construction of new drydocks at Dontask, the mighty Imperial Navy must grow and industry must grow to meet our demands! (Roll+Stewardship, DC 48, Roll Result)
While the drydocks were going ahead swiftly initially, something rather unfortunate has come to light – due to the differing needs in hull strength versus ship lightness of the navy and the merchant marine, you essentially need separate facilities to construct both types ships.
>Focus on the navy! (Takes 5 Wealth and 3 Turns to construct. Grants +75 Sailors and +5% Wealth Progress upon completion.)
>Focus on the merchant marine! (Takes 5 Wealth and 3 Turns to construct. Grants +15 Sailors and +45% Wealth Progress upon completion.)
>Invest heavily and do both! (Takes 11 Wealth and 5 Turns to construct. Grants +75 Sailors and +5% Wealth Progress upon completion.)
>Other (Specify)
>>
>>4718591
DC 50, Roll Result 48, oops.
>>
>>4718591
AND the "do both" option gives +45%, not +5%. Gods, I'm slipping up.
>>
Rolled 36, 77, 67 = 180 (3d100)

>Spare no expense in saving our people! (Lose 15% Population Growth and 2 Wealth).


1. Attempt to estabilish the mine again +14 stewardship
this time, Davos blocked the dangerous mining route and ordered a new one to be made circling around the earth elemental lair to avoid danger.

2. persuade the noble clans of Knossos to invest their wealth to the kingdom in exchange for future trading route rights. +18 diplo
Davos held a meeting with some of the most richest noble families in knossos, he told them about the newfound sources of copper and tin near the coast and the rich iron veins deeper inland. and finally, his plan of mass producing the mirror plate of argos and selling it overseas.

he just he needs a little bit of investment from the noble families right now and in exchange he promised to give them the rights to trade mirror plates on certain routes to the noble who invested (after mirror plate production is up and running). with the families with larger investment gaining the more profitable routes.

3. recruit a marshall +14 steward
the deaths of aedilus is throwing all of davos plan into a dissaray, studying military tactics took up too much time and davos realized that needs a competent marshall immediately. lets see if theres anyone talented enough in the military art from the amicand family of the old man ludius's (rest in peace)
>>
Rolled 10 (1d20)

>>4715528
Stability check.
>>
>>4718560
>Coin trumps fear. Pay them a ‘Geist allowance’. (17 Wealth, 8 Turns and 70% Population Growth.)
>>
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Rolled 63, 75, 26 = 164 (3d100)

>>4718544
>Completing turn 3:

-Scarecrow scene
“It is done, sire,” he says. “But they have a slight flaw…”
>”They are extremely flammable and an absolute fire hazard.”
The king looked at the wizard in wild amusement and laughed.
“So are our spices, and the copious amounts of drugs i have, and myself for that matter.
That its not a problem, that’s an expected hazard.”
The king continued laughing at the wizard’s expectation that golems made of hay, would not be dangerous.
-Infiltration: Price payed. Turn 6 will grant +1 stability

>>TURN 4 – Dirt kingdom
When the king stopped laughing he kindly smiled to the wizard.
“Now that we know its possible we shall begin making them.”
A small factory was set up in the edge of the city.
A some laborers made the wooden vessels and the magically adept infused them with the semblance of life.
For now they remained in storage, until the laws for their distribution passed.
(Roll + learning(9) or stewardship(18) + 3 stored wealth)
>Action 1:Start building the scarecrow golems

With the moonshiners on the loose, the prime advisor plotted to make them busy again in fears they would make his king even more inebriated than usual.
And with a cunning plan to take their attentions away from the alcohols and drugs he came up with a useful yet innocuous invention.
(Mint is not that strong as a repellent for bugs so make it weak.)
(Roll + learning(9) or stewardship(18) + 2 stored wealth)
>Action 2 : New research project. Repellent based on Mint leaves.

The Dude sat on his throne, he had taken some drugs to ease his existence.
But it had only worsened the visions of fire, and the shadows in the skies gloomed even closer.
In his fear driven stupor, combined with a heavy hallucinations, made him order the construction of a vault, a prison to hold the denizens of his fears.
A prison made to hold the inhuman and the unearthly.
The guard that saw him that day were in constant unease that this was the man leading the country.
Even more when the next day he had forgotten the whole ordeal, traveling without a care in the world.
They ran away when he offered to share his “Secret stash”.
(Roll + Martial(15) or stewardship(18) + 6 stored wealth)
(I expect this to be a really large project, this is meant to hold even at the end of the world)
>Action 3: Within Fort Pebble, begin construction of an underground prison.
>>
>>4718402
>>4718452
>Accept the loss of face (-1 Stability)

>From the darkest depths, they retrieved a white-gold amulet, inlaid with a single, unblemished pearl.

>Pay for extra workers to help complete the new city on schedule (15 Wealth, 8 Turns and 70% Population Growth. Ties up 2 Wealth Levels until completed.)
>>
Rolled 86, 62, 41 = 189 (3d100)

>The Republic of Marvais

>>4718576
If all there is to do is wait, then wait one will. But time is a valuable resource, and there is much left to be done. The Inauguration of the Company of Durteã, as well as contact with the mysterious men made of iron have begun an noticeable upturn in commerce. It would be much too easy to notice the greater amount of action down in the ports of Cibal. It would be wise to properly assess our resources, for logistical purposes. It is far too easy, as Joaquim knows, for money to be lost down the cracks of bureaucracy - an hardship natural to every man-made nation state, certainly. But an If there is more wealth to spend, it must flow towards betterment of the republic.
>Trade Check

Further north, Serrão is currently having difficulties with the design of these new caravelas. He can tell, even by their blueprints, that design after design, such ships would simply not work outside the realm of paper. He has yet to find the optimal positioning for the sail masts, and the overall belly of the ship would be far too cumbersome for the rolling waves - too easy to break. Perhaps, he'll have better luck by taking inspiration from real ships? Talking to sailors with experience could help, too. He will have to mosey down to the docks, tomorrow, however, that is certain.
>Research Square-Rigged Caravels

Meanwhile, Sergeant Naraça is glad the rains have at least stopped. All it would take would be but a few seconds in the downpour to render all his supply of gunpowder unusable. Such an glaring weakness will undoubtedly remain an challenge for the future, but it is not one he can solve...for now. It is time to test his mechanism prototypes again, and see if they will at last work as intended.
>Research Matchlock Mechanism
>>
Rolled 36 + 13 (1d100 + 13)

>>4718560
>Research Cavalry Armor

>Improve cuisine with spice

>Improve Personal Combat skill (1d100+learning stat)
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Rolled 67, 81, 64 = 212 (3d100)

>>4719563
Turn 4
>Oh, just bribe a couple of the ringleaders and this entire affair will blow over. (Roll+13 Stewardship, DC 40, invest one Wealth)
>Enlist the help of Helxia monks for our coming research into elemental magic. (Roll+18 Diplomacy)
>Begin the expansion of our fleet by initiating the construction of light ships, as many as our wealth and population permit. (Roll+7 Martial)
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Rolled 35, 88, 16 = 139 (3d100)

1. >Develop small mechanical trinkets and intricate crafts, based on our own anatomy
The physicians and tinkerers have often described our internal workings as a thing of beauty, of art, and so often try to emulate it.

Gears and cogs, springs and sprockets, things which tick and tock and ding.

Almost held in sacred regard is the time piece, the Clock, which they say is the closest object in existence to our very hearts. Crafted as expensive and beautiful luxury items, not merely to tell time of day beneath the surface, but to awe and inspire.

2. >Construct Powder Mills
Black Powder is known in most parts of the world, if not by its direct usage than at least knowledge of its existence. The surface races oft use it as a weapon of war, which it is. And yet the Iron Empire also uses it as a tool for construction, as a thing to create rather than destroy. When faced with the hardest rock and the stiffest stone that resist even the pickaxe and hammer, they have learned to drill small holes into the stoneface, fill it with powder, and then, from a great distance, ignite them as to create a mighty blast which shatters the unyielding stone.

This requires vast quantities of the substance, and as such the Iron Empire ensures it is well supplied.

3. >Construct More Forges for Steelmaking/Iron Making
Whether making men, or making tools, a forge is needed. To craft everything from the crudest iron to the strongest and shiniest of steels. And steel is oh so treasured, almost as much as the precious metals. It is the item of great weapons and crafts, Men who are crafted of Steel are said to be truly mighty.

The nations supply of steel must be nurtured well, build more forges.
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What happened to the discord group ?
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>>4729435
I guess it's gone, which means the QM abandoned us yet again.

Honestly, i would say i'm disappointed, but at this point, i already knew it was going to happen. Because it happens in every single goddamn country quest - it starts fast, then suddenly the QM slows down and after two or three slow updates, the QM just drops it.

Honestly, it's starting to get tiring
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>>4729913
These games are exhausting to run by yourself so it isn't really surprising there's such a high burn out rate.
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>>4729969
Eh...it's way less writing than other quests i've seen. If you don't have the time to do it, you might as well not start it at all.
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shame...
Well at least I killed Nigel.
I'll be going to other shit i got going.
It was fun interacting with you guys.
Ta-ta
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>>4730922
The worst part is that i'll never know what was the secret of the scroll...
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>>4731422
And we won't get to shoot shit and be really cool doing it.
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>>4731422
Well it could have been something very bad.
Like:
-Dragons in the present are half the size. You have to feed them humans to get a proper dragon.(this would explain why the previous empire fell)

-Some god actualy came to the land 600 years ago and left a bastard. the liniage is overpowered but assholes

-Recepy for gluten free cheese cake's

-A memetic agent that would posses anyone who sees it.

-the entire bee movie script



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