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Council Quest

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The king has perished after long months of sickness, his heir is still too young to rule, so the Council is taking over the control of the Kingdom.

You are all members of the recently formed Council, a selected group of loyal people chosen by the king himself when he was still alive. Your objective is to rule the Kingdom of Avaria as a regency government until the young king is old enough to take his own decisions.

Avaria is a small kingdom, it's capital is located at the shore of a great lake.

The kingdom's population is mostly conformed by humans, with a few minorities of elves and dwarves.

>The treasury is almost empty, but slowly growing.
>There's a small port in the capital, it produces food thorugh fishing boats.
>There are farmlands to the southeast, producing just enough food for the kingdom.
>There are three mayor guilds in the kingdom, the Wizard's Guild, the Merchant's guild and the Warrior's guild, all of them have been requesting for a long time to have their own academies in the capital. (Not enough money to fund them right now).
>The king is almost six years old.


Friendly:
>Kingdom of Kirelia (Elves)

Neutral:
>Kingdom of Vymland. (Humans)
>Kingdom of Ermiria. (Humans)
>Kingdom of Dal'Badhir. (Dwarves)

What will your first order be? (You have 1.5 action points to spend)

>A) Build more farms (1 action point).
>B) Send and emissary to a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Build a port in the north city, connecting us to the sea trade routes. (1 Action Point)
>E) Start clearing out the forest northeast of the capital (Produces wood) (1 Action point).
>F) Write-in (1 Action Point).
>>
Rules (same as old quest):
-Each turn is a Month in game
-Each Turn an edict and an Education Policy can be passed through vote.
-The Council's edicts are law in the Kingdom, and are absolute, it will affect the Well-Being and Survability of the Kingdom.
-The Education Policy are what the young King will study during the next Month and will determine at the End if the King is Useful and Competent at all in anything.
-No Turn pass until an agreament is reached by the Concill members, they'll have time to debate and can change their vote on a whim.
-If really too much time pass, and no agreement can be reached, the young and inexperienced king will come and pick at random(i.e: I'll Roll, and you'll have to deal with it.)

>Anyone can join, just remember to pick a name so I can count your votes (examples could be Sir Peterson or Commander William IV).
>>
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>>639923
Gentlemen of the regency, I have a dream! A dream of Avaria stronger than ever, its might stretched across the whole world! ...But first, we must know where the rest of the world is, si?

>Send scouts north, across the sea.

>Send scouts east, beyond the Dal'Badhir mountains.

>Send scouts South, along the lake. See where it leads.
>>
>>639928

Are there positions on the council?
>>
>>640219
Nope, just roleplay what you wish
>>
>D) Build a port in the north city, connecting us to the sea trade routes. (1 Action Point)
Got to get that stability
>>
>>640358

I will vote for this.

>>640217

I also like this idea
>>
>>640358
But Senor Rags, think of the possibilities! The glory, the riches! A blind man in a well-made shelter is still worse off longterm than a healthy one in an untamed wilderness that he has full knowledge of, yes? The building might fall to the elements and he will be unable to fix it, or something may happen to his family and they will be unable to support him, or he may even have his throat cut in his sleep by marauding bandits! The healthy man, though, knows fully well what to expect from the world around him, and is able to work against it, even if he has naught but the rags on his back.
>>
>>639923
Once more into the breach, I suppose?

Our kingdom seems to have crumbled a fair bit. Let us restore it's foundations.
>North City Ports
>Scouts to the north
And a greeting to you, CouncilQM. May we prosper much with your hands on the reins once more.
>>
Sorry I didn't play the previous game.

How do we acquire more action points?

I'm also a little confused on how the education policy works.
>>
>>640415
For the most part, 1.5 is usually the baseline to work with. I believe as infrastructure increased, there might have been opportunities for more, I don't quite recall.

Education policy is standard swords and sorcery learning. Reading and writing, arithmetic, etiquette...then things like magic, swordplay...that seemed to be the choices usually aimed for. No limits though, just check with the QM I imagine.
>>
>>640401
As for education, I recommend the young king learn his letters and numbers, with a healthy dose of exercise. Nothing with blades or horses, that can wait for a year or two.
>>
>>640392
My apologies sir, but would a port give us MORE wealth and glory?
>>
>>640472
To my knowledge, we do not require a port to explore the ocean, and already have scouting vessels quite capable of the task.
>>
>>640526
But ports also conduct trade
>>
>>640463
Our lord must grow into what all men should aspire to be, a reflection of the bravery and strength that saw our borders form in the first place! He must start martial training immediately!
>>
>>640442

Thank you for the info

>>640463

I support this. Plenty of exercise!

>>640472
>>640526

I support building the port and exploring 1 direction for this turn. Next turn we can explore the others.
>>
>>640542

There is more to combat then merely skill. We must ensure the overall health of the king, not to mention the endurance will surely come in handy later in his martial training.

Imagine doubling his training time later from his endurance training now.
>>
>>640541
They also do not personally expand reliable, Avarian-penned maps.

>>640545
That said, I will compromise to the construction of a port and exploration of the trade routes of the Northern Sea.

>>640552
You make a fine point, Senor! Very well, we shall focus on our lord's endurance, for now.
>>
((>>640415
Yes, as we grow more action points will be available.
There are another mechanics, but i don't want to introduce them right away to make it easier for new players.

>>640463
Nice to have one of my favourite council members back, this is a new start, i wanted to continue the last run but there wasnt enough players.

I'll wait a little longer before finishing this turn))
>>
>>640463
I agree with this plan, it is important to set the foundations for him to be a wise king first and then subject him to the harsh ways of combat.

I agree that we should both scout and set up the docks.
>>
>>640608
Glad I caught it, frankly. Was just about to sleep for the night, saw the map and had to check. Good to see you back.
>>
We never know what enemiesnassasin? may be lurking within our walls
>>
Votes are in!:

Duke Pennywyth: D and C
Sir Fernando: D and C (switched)
Merchant Lord Rynath: D and C to the north
Admiral Leon: D and C
Mr Rags: D

C to the north and D have won.

On the matter of the young king's education:

Letters and Numbers, regular exercise: 3 votes
Endurance: 2 votes

((Writing the next turn report))
>>
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>>640803

The third month of spring has begun.

Since most ships can't navigate through the small rivers to the open ocean from our capital, it is the council's will to start the inmediate construction of a sea port in the northern city.(1 AP)

We've also dispatched a scouting party to the north in a small vessel in order to increase our knowledge of the surrounding area, the vessel is expected to return by the end of the next month. (-0.5AP)

A group of the kingdom's greatest minds has been assigned to instruct the young king in the subjects of numbers and letters, his education has started.

There've been reports of small bandit camps settling in the forest near the borders with the Ermirian kingdom.

Right now, our army is rather in decadence, we could recruit more people, but we do not have the iron needed to craft any more militar equipment, if we send all our forces to chase the bandits, there won't be enough people to patrol the kingdom cities, if we don't send them all, the bandits might defeat what we send.

Current forces:
1250 Swordsmen.
750 Archers.
300 Heavy cavalry.
20 Battlemages.

>A) Build more farms. (Increases growth) (1 action point).
>B) Send and emissary to negotiate with a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Send troops to attack the bandits (How many?) (0.5 AP)
>E) Start clearing out the forest northeast of the capital (Produces wood) (1 Action point).
>F) Fund one of the three mayor guild in the capital (Merchant's, Warrior's or Wizard's)
>G) Write-in (1 Action Point).

((That's all for tonight, see you tomorrow))
>>
>>640905
((F = 1 AP))
>>
>A) Build more farms. (Increases growth) (1 action point).
I speak for the peasants as THEY NEED FOOD!
>>
Probably should also get the bandits as they are an active threat and we aren't at war
>>
>>640905
>D
My plan is to send 4 battle mages with an escort of 4 swordsmen and 2 archers to set a blaze in each bandit camp.

Have a reserve of 500 swordsmen, 200 archers and 100 Heavy cavalry ready to clear up bandit camps.
>F
Fund Merchant's guild.
>>
>>640974
I back Senor Pennywyth's battleplan, as combat with bandits is the perfect wake up call our army needs before moving on to bigger and better things. However, I still believe we should send scouts east past the mountain range and south along the lake.
>>
>>640974
A change to the plan of combat;

Make sure that the blazes don't harm too much forest, we want to keep friendly with the elves.
>>
Also continue his majesty's current education and evaluate how long it will take before he is ready to learn more advanced knowledge.
>>
>>641061
Forgot to put name back on
>>
>>640905
>>640974
I thank the Duke for his faith in our guild, and hope to justify his investment with prosperity for our nation. I will simply back his proposals wholely as is.
>D
>F
>>
Duke Pennywyth: D and F
Councilman Rynath, Merchant Lord: D and F
Sir Fernando: C
Mr Rags: A and D

D and F won.
Duke Pennywyth's battleplan will be executed.

((Writing))
>>
Also lurkin

Should some thought be given to proper tutelage for the prince? Something that would benefit the kingdom in the long run. Study of etiquette and diplomacy, or archery and military strategy. Something to spend on early life and then adulthood.
>>
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It is the last month of spring.

Our scouts have returned from the north expedition, it seems they have deviated slightly to the west, as they were in open sea, we have made contact with another kingdom which is settled in colder lands, they have sent us a Golden chalice, as a sign of peace and properity, our scout told us that this new kingdom seems stronger than us, and have a rather big fleet.

The port is still under construction, our engineers say that they could finish it by the end of the month if we give them the resource they need, if we don't it would take yet another month.

We have sent a good portion of our treasury to Merchant's guild in order to fund them to start the construction of their Academy.(-1AP)

On the matter of Duke Pennywyth's request of evaluating the king's learning rate, he's just learning basic arithmetics as addition and subtraction, as well as he's still struggling to read, his masters estimate that it'll take atleast two or three months for him to be able to learn something more advanced.

We've prepared 800 men to clear out the bandit camps in the southern borders, as well as a small group with our finest mages and warriors to sneak up and set the bandit camps in flames.

Our reports told us that there are atleast 5 bandit camps in the area, with around 100 bandits each.

Our plan of sending the small party on blazing the camp has been succesfull, but only in the first camp, where, in the middle of the night, the tents and palisades burned together, killing most bandits in said camp.
Sadly, on their second try they were caught, and the bandits are now alerted of any further sneaking up attempt.

There are 4 camps lightly fortified with 100 bandits each, should we send in our troops?

>1)Send our 800 men to clear all camps.
>2)Send our 800 men to clear "x" ammount of camps.
>3)Other.

Although they are in our lands, the bandits haven't done much damage to our people yet, but they're a clear threat to be dealt with, the forces we left back in the capital are just enough to keep the law and order, sending more troops south could cause some troubles in the capital.

If we want to make more soldiers, we should consider asking iron from the dwarves.

What are this month's orders? (1.5AP):

>A) Build more farms. (Increases growth) (1 action point).
>B) Send and emissary to negotiate with a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Clear out the forest northeast of the capital, producing wood for the port (Finishes it inmediatly) (1 Action point).
>E) Fund one of the 2 mayor guild in the capital (Warrior's or Wizard's) (1 AP)
>F) Write-in (1 Action Point).
>>
Fellow councilors!

These so called "bandits" surely can be put to better use than just feeding the worms.

I therefore propose we meet with their leaders and negotiate a pact of sort, whereby they can renounce their unlawful ways in exchange for a job into the soon-to-be-constructed Warrior's guild!
>>
>>641849
I have to agree with Theudas on this point that these bandits might have a better use and after one camp being put to the flame they might be a bit more compliant. They might make for a good harassing force if we can convince them to give up banditry. If we are lucky maybe the leaders of some of the camps will see reason out of self preservation.

If this works of course it will mean more mouths to feed so it is of my opinion that work on the construction of more farms should begin.

Of course if the Bandits don't accept our terms our response should be to attack two of the four camps focusing on the ones that seem the most against joining.
>>
>>641909
I second this, bodies aren't worth anything.
>>
Okay, this far we have decides to:
Send an emissary to negotiare with the bandits.
Build more farms

I'll wait some more time
>>
>>642141
((Goddamn cellphone keyboard))
>>
>>641849
I support negotiating a deal with the bandits.
So is negotiating with the bandits a free action?

If so I would advise building the Warrior's guild as Theudas said and to scout south.
>>
>>642240
Negotiating with them would cost 0.5ap just like sending emissary to a nearby kingdom

That leaves us with 1 ap
>>
>>642292
Negotiating + Warrior's Guild
>>
The voting stands as follows:

Duke Penywyth: Negotiating + Warrior's Guild
Captain Brutus: Negotiating + Farms
Theudas, the Paladin: Negotiating + (Building guild?)
John the Smithy:Negotiating + (Building guild?)

I ask both John and Theudas to clarify if they fully back the duke with also funding the Warrior's guild or to build farms.

If they don't clarify or noone breaks the tie, the young king will be called upon the council to decide himself. ((1d2 roll))
>>
>>641849
>>642398
Allow me to assist in this deadlock. I favor negotiations with the bandits, and a Warrior Guild's construction.
>>
>>642398
I agree with Building guild too
>>
>>642466
>>642419

((Good, writing))
>>
>>641849
Oh man, am I glad to see this again. Shame I missed the beginning. I'll be waiting for the next turn to join.
>>
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>>641849

The first month of summer has arrived, days are longer and hotter.

The port's about to be finished, some of the weatlhiest families have begun the construction of merchant ships.

The Merchant's academy has already received their firsts students, they are now developing system of taxation for the kingdom, which will allow us get income from our future maritime routes.

The emissary we sent to negotiate with the bandits has returned, with good news. The bandits will be incorporated in our army, this has rised certain unrest between the kingdom's folks, having murderers and rapist protecting them isn't quite reliaving, but maybe with time these bandits will get the people's trust.

In our capital, we've decided to keep up with the upgrades, this time it's the turn of the Warrior's guild, which has been funded to build their Military Academy.

Emissaries from the Dal'Badhir, and the Ermirian kingdoms have arrived to our court, with the following proposals:

The Dal'Badhir kingdom want us to let their priests into our kingdom, in order to spread the faith of the dwarven god Dragmar, in exchange, they are willing to hear what we want from them.

The Ermirian kingdom is gratefull for our efforts to erradicate the bandits in the borders, but since the bandits have raped and killed people from some of their minor towns before entering our borders, they ask us to return the bandits to their lands to be judged, and probably executed, this will be difficult to acomplish since there are around 400 bandits.

How should we respond to these negotations?(free actions)

>Also, our current army composition:

1246 Swordmen
748 Archers
300 Heavy Cavalry
16 Battlemages
400 Militians (Reformed bandits).

What are this month's orders? (1.5AP):

>A) Build more farms. (Increases growth) (1 Action Point).
>B) Send and emissary to negotiate with a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Start clearing out the forest northeast of the capital (Produces wood) (1 Action point).
>E) Fund the Wizard's guild. (1 Action Point)
>F) Build proper roads between our coastal city and the capital. (1 Action Point)
>G) Write-in (1 Action Point).
>>
>>642673
Glad to see you here!
>>
>>642689
Build roads so that when the port is done we can spread the wealth, and send an emissary to talk to the Ermirians.
>>
>>642689
I don't like the idea of having the dwarves trying to convert us to their religion, but it also seems that their only goal in interacting with us is just that. So I'll have to politely decline.

By the will of this council, we have already begun a process of integration of the bandits, we could try to negotiate with the Ermirians that if any of them are convicted of any crime they'd be promptly exiled and returned for trial in their kingdom.

>>Kingdom
A) Build Farms. - Well fed population is a productive population. We can build the roads next month.

C) Scout (East, along the coast)
>>
>>642689
>Dwarves

Never! The foul spread of heresy will not be allowed in Avaria!

>Ermirians

The bandits are already under our flag, we will not submit to foreigners.

>Write-in: Send a colonial expedition to the small island above us.

>C: Scout north, investigate that forest and see where it leads.
>>
>>642689
I'm not much of a superstitious sort myself, but some people feel the need to pray one god or another. Keeps them comfortable and the like. I don't know much about these dwarf gods, but I say "what does it hurt?" they can set up if they like and at the moment i'm not sure what we could ask for. It doesn't seem right to ask for Iron when they are offering religion, but maybe when the merchants have finished setting up we could open up a trade route with their kingdom? Maybe ask if they would be interested in wood (we have some just waiting to be cut down)

I agree with Ned that we can't just send them over now that we have started to integrate them and we should talk this over with Ermirians.

Also I support the addition of a road between the coastal city and the capital. Fishing from the new dock with keep us afloat until we can start on our next farm.
>>
>>642921
I too wish to occupy that island, but to colonise we need people to spare, we can't leave our mainland unnattended, hence why I suggested building more farms.
>>
John the Smithy: F (No need to send emissary since there's an Ermirian in our court)
Engineer Ned: A C(east)
Sir Fernando: G and C(north)
Captain Brutus:F

A:1
F:2
C(north):1
C(east):1
G:1

F and C won, now the question is, where to send our scouts, north or east?

Both proposals from dwarves and elves have been declined
>>
>>643057
I suggested discovering more of the coastline to the East, we might find the other side of the dwarven border, which can give an insight into Dal'Badhir actions/situation, plus keeps us out of Vymland's waters.
>>
>>643086
((Okay, writting))
>>
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The second month of summer has arrived.

On the subject of the Ermirians, we've decided to deny their request, the bandits are now soldiers of Avaria. Their emissary will stay another month in case we change our mind.(Relations droped with Ermiria to "Upset")

On the subjet of dwarves, they have heard our position, and now they offer something else, but without a chance of counter offer:

-Let their priest teach the ways of their gods in our kingdom, in exchange they offer to trade their iron for our wood (Being Iron harder to find than wood).

The Port in the north city has been finished, the wealthiest families have already sent their merchant ships to various kingdoms, willing to send and bring all kinds of resources, this will bring jobs and opportunities to the people of our kingdom.

The Military Academy has been finished, from now on our military will be more professional than ever.

The next month the young king will be turning seven years old.

We've dispached a scouting vessel to east, following the coastline, in a hope to gather relevant geographical information, they're expected to return by the end of next month.

It's been decided to connect the north city and the capital with proper roads, and so it's construction has begun.

What are this month's orders?:
>A) Build more farms. (Increases growth) (1 Action Point).
>B) Send and emissary to negotiate with a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Start clearing out the forest northeast of the capital (Produces wood) (0.5 Action point).
>E) Fund the Wizard's guild. (1 Action Point)
>F) Fund a militar research project. (1 Action Point)
>G)Fund a spynetwork in another realm. (Which?) (1 Action Point)
>H) Write-in (1 Action Point).
>>
>>643235
But that's an even worse offer, it went from trading (their priests spreading their religion here) for (something to discuss), to (we trade iron for wood) AND we simply let their priests do what they please. This cannot be.

>Kingdom
A) Build Farms
D) Produce wood - Does this improve construction times?
>>
>>643235
No to both of them! Avaria will not be cowed! Avaria will not be lured into worship of false idols! Avaria above all!

>A) Build more farms. (Increases growth) (1 Action Point).

>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).

As Senor Ned said, we need a population boom in order to begin looking into colonial ventures. Meanwhile, it would be best to send scouts up north, to the wild forests leading into unknown wilderness.
>>
>>643295
Normally, wood couldn't be traded for iron, that's why they did that offer.
There's wood everywhere, Iron not so much.

And yep, if we have wood in stockpile it can be used for reducing contruction times(depends on what we're building), building boats, trading, etc.
>>
>>643313
Seconded
>>
>>643348
I see. I just don't like the idea of surrendering our kingdom's culture to the dwarves like that, it's basically whoring us out for iron. If the council votes differently, it shall be done.
>>
>>643367
You are a good man.
>>
((Won't be able to keep posting tonight, say y'all tomorrow!))
>>
>>643543
((I'd have to leave soon too, so it suits me just great. See ya.))
>>
>>643543
(Goodnight, thanks for running!)
>>
>>643235
The people are starving! We can't live on fish and potato peels, we need more food, if we increase our growth we will be to expand our kingdom, I've heard rumors about the northern land's and the mythical creatures that inhabit them. Another small thing, don't you think we could clear that small forest over there? I mean I'm completly fine with living in a rock shack, but hey, a little wooden roof wouldn't hurt.
>A and D
>>
>>643235
>A and D

Ask Ermirians about the worst of the bandits, then we can send those off to Ermiria to take all of the responsibility for the bandits.
>>
>>643235
I vote A and C (South)

Also, in manners of religion, I suggest one of two courses of action:

A) ask the other kingdoms if they would also be interested in missionary activity in our kingdom. If several of them are interested, make deals with multiple countries and let the people choose which god they will worship.

B) Fund the Wizard's guild and ask them to research theological matters. Perhaps there is a god more fitting for Avaria than the Dwarven god.
>>
>>645705
Forgot to put my name in.
>>
>>645705
Seconded
>>
Engineer Ned: A D
Sir Fernando: A Cnorth
John the Smithy: A Csouth (switched)
Peasant Bystander: A and D
Dave the Bard: A and Csouth

A: 5
C(south): 2
D: 2
C(north): 1

There's been a draw between C(south) and D, if noone breaks the young king will be called upon.

On the matter of negotiations with the dwarves, the council has expressed that the dwarven priest should not be allowed, but the Wizard's guild might be able to investigate such thelogical matters, and find a god fitting for our kingdom.

We have also decided to send atleast the former bandit leaders to Ermiria as Duke Penywyth suggested, this hasn't quite satisfied them but atleast they accepted it.

((Waiting for a tie brakear or rolling in a few minutes))
>>
>>646477
>>645427
I voted for A and D
>>
>>646541
Putting name back on
>>
>>646541
>>646546

A fool I am, okay, it is A and D then,
((Writting))
>>
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The third month of summer's here.

The king's birthday has been celebrated in every corner of the kingdom, he's seven years old already.

Again, we denied dwarves' proposal, this time their emissary has left the city without doing any counterproposal.

The Ermirian emissary has also left, alongside with a handfull of the bandit leaders, which will probably be executed in the neighbour lands.

There're no news of the scouting vessel we've sent eastwards, but we must not worry, must be the weather and bad winds that's delaying it.

We have decided to place most of our resources and efforts to make more farmlands, this alongside with the upgrades made in our cities will surely bring a great ammount of people willing to join our kingdom, which means more productivity and soldiers.

We're also going for the wood of the forest to the northeast, having enough wood in our stockpile will be very usefull in the future.

The road has been finally finished, this will be helpfull to the growth of the Avaria.


What are this month's orders?:
>A) Fund our wizards to study theology, and find a god fitting the needs of our people. (0.5 AP)
>B) Send and emissary to negotiate with a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Fund the Wizard's guild. (1 Action Point)
>E) Fund a militar research project. (1 Action Point)
>F)Fund a spynetwork in another realm. (Which?) (1 Action Point)
>H) Write-in (1 Action Point).
>>
>>646730
Fund Wizards (1)
Study theology (.5)
>>
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>>646730
Invade the Dal'Bhadir territories. We gonna get da iron comrades.
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>>646748
Seconded.
>>
>>646730
It will probably be better to find some god for ourselves, rather than let that void be exploited by foreigners.
>A)

Such studies require proper facilities.
>D)
>>
Also get ready more advanced wisdom tutelage for when the King is learned enough.
>>
>>646730
>A) Fund our wizards to study theology, and find a god fitting the needs of our people. (0.5 AP)
>D) Fund the Wizard's guild. (1 Action Point)

The utility of wizards is not to be underestimated, we would be amiss not to encourage the study of magic among our people. If possible we should try to adopt the religion of one of our human neighbors, as relations between fellow brothers of the faith tend to be better.
>>
>>647524
>>646827
>>646748
>>646730
Kinda seems like an obvious choice. Wouldn't be surprised if a strong enough wozard would try to get into the council though.
>>
>>647583
Wizard* gawd awmawhty
>>
>>647583
>>647589
Maybe, but I imagine a powerful enough individual from any of the three guilds would try and get onto the council.
>>
>>646730
>H: Colonize the island.

>C: Send a scout north.
>>
>>646795
If you want to invade, you need to know what will you fight with. Anyway
H) we cant trade if we only have wood to offer. We should search our forrests for anything valuable, like healing herbs that we could farm later.
C) lets scout South
>>
>>650718
I advise building a spy network of rogues and wizards (Using scrying) in Dal Badhir, next turn.
>>
>>647524
+1 for this, a minor god to call our own and some mage-priests will be useful for all kinds of stuff
>>
I think storm gods are badass, but we can vote for what type of god
>>
>>650786
I agree, but this can still wait
>>
>>651076
>>651089
I'd be surprised if we didn't get a choice between several different gods when we finish the research.
>>
>>647524
I approve of this, Lord Magister. I would also like to propose next month we fund a joint research project by the three guilds, with the objective of relocating our former bandits into proper, productive jobs as either soldiers, magic apprentices, or sailors and small merchants.
>>
>>651573
I believe the bandits have had a use found for them by the Warrior's Guild already. While I don't wish to dissuade from thinking of the Guild I hail from, I likewise would be loathe to take manpower from the brave men and women who defend our home.

I seem to be voicing my wishes quite late in deliberations, it appears.
>>646730
Colonize the island to our north. It may have resources we sorely lack.
>H) Other (Colonize northern island)
And while I follow the fickle twins of profit and fortune, not all wish for as abstract an idea. Let the people seek a god that might embody the best of our nation.
>H) Theological research
>>
>>640463
I would like to suggest that we adopt the same arrangement for His Majesty as last time.

Three orphan human girls will serve as his bodyguard and concubines - from birth till death.
>>
>>646748
Seconding these for this month's actions.
>>
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>>651843
With all do respect Loremaster, we want a king and not a lecherous deviant of a sultan leading this country when the support of this council is no longer needed. Councilman Rynath's suggestion for the boy's program is the height of reason and in my learned opinion should be adhered to.
>>
Magister Kynes: A D
Loremaster Varrius: A D
Rynath, Merchant Lord: H A
Dave the bard: A D
El Hermano: H C
Duke Pennyworth: A D
Engineer Ned: A D
Theudas, the paladin: A D

A:7
D:6
H:2
C:1

A and D will be.

((I'll finish the map update and writing))
>>
>>652049
Btw, what ale you using for map drawing? I liked the style since your threads on /tg/
>>
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It is the last month of summer.

The scouting vessel we sent to the east has returned, it discovered an elven kingdom past the mountains, this kingdom might be an intresting trading partner since they seem to have a wide variety if resources.

Our wizards have been researching old books and manuscripts, they have discover a few gods that may be fitting for our realm, which to pick is a decision of the council.

1)Ragnvald, God of Law and Order.
2)Letholdus, God of Magic and Sorcery.
3)Thea, Goddes of the Sea.
4)Sybyl, Goddes of War
5)Althalos, God of Harvest and Fertility.
6)Other.

We can pick one, which will benefit us in it's speciality, or we can pick a few, getting light benefits from their specialities.

The farmlands are still expanding, by the end of next month we'll have them ready to produce.
The forest has been partially cut down, we dispose now of a good ammount of wood in our stockpiles.

News from the other side of the great lake, it seems some Kirelian peasants have been attacked by soldiers from Vymland, the king of Vymland says it was merely an accident.

Our army, even with the adition of the bandits, remains one of the weaker armies of the land, if we wish to recruit more people, we still need to get our hands on Iron.

What are this month orders?:
>A) Use the wood we cut for making better farmtools and houses. (0.5 AP)
>B) Use the wood we cut for making a few battle ships. (0.5 AP)
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>E) Fund a militar research project. (1 AP)
>F) Fund a magical research project. (1 AP)
>G)Fund a spynetwork in another realm. (Which?) (1 Action Point)
>H) Write-in (1 Action Point).

((can't pick both A and B))

Didn't realize both Vymland and Lithduin share colors, may change it in the next update
>>
>>652138
I'm using Hexographer, it's got a free version if you want to try it out.
>>
>>652155
H) Once again, i ask my fellow councellors to think about searching our forrests for valuable resources that we could use for trade
A and 5) by increasing our population, we could send some settlers to the Island on the north later. Scouts spotted mountains there, so maybe we can find some precious metals there when times come
>>
>>652160
>Hexographer
Thanks, gonna check it
>>
>>652138
This is hexographer I believe.

>>652155
From those options I suppose Letholdus is the most useful/versatile. Unless a fellow council member has any suggestions, I vote for him.

The recent events with our neighbours are unsettling. We should investigate the island North for iron mines, or other resources which could be used in trade.
>H) Investigate/Prospect and settle the island

This project will need the support of a strong navy, for which I purpose using our wood to develop.
>B)

I'm assuming it's 1.5AP per turn as last time, you aren't putting the amount available each turn. Also, the colours are slightly different, and far apart, but I suppose changing would make it clearer
>>
>>652155
>3 Thea
+
>4 Sybyl

>H
I propose we initiate trade route's in the northern port.
>C
Scout west of Norland should be more productive with the aid of the sea goddess
>>
>>652155
>A
No Marine threats requiring a strong fleet for the moment.
>E
There is however, some comfort in having a strong army. I motion to fund research into better weapons, like crossbows and pikes. I have no idea what our arsenal consist of.

I also motion that we should worship Ragnvald given our recruitment of former bandits.

{spoiler]Hi I'm new.{/spoiler]
>>
>>652198
Yep this turn it is 1.5AP.

there'll be an upgrade in AP very soon
>>
>>652155
>3)Thea, Goddes of the Sea
>4)Sybyl, Goddes of War

The sea and the earth are the lifeblood of our nation, respecting these deities will ensure a strong basis for Avarian society.

>B) Use the wood we cut for making a few battle ships. (0.5 AP)
>H) Investigate/Prospect and settle the island

This new land should be claimed quickly for future growth, and having a strong fleet is important to ensure we hold it.
>>
>>652207
Changing write-in option to >>652198
>>
>>652221
Whoops, should have been
>3)Thea, Goddes of the Sea
>5)Althalos, God of Harvest and Fertility.
>>
>>652217

>E
I support the research of weapons that don't require iron, that way we can use the few we obtain mostly for armors.

>D
I do however propose we start getting acquainted with our elves neighbour. Maybe they'll know more about wood? That what pointy-ears do right?

For gods, I say we worship ALL OF THEM. You never know when one can be useful after all.
>>
>>652219
The map's missing the northern city port, also, do we have trade routes with the newly discovered kingdom? Or do we have to negotiate some kind of actual trade with resources? Last time we just had trade routes generating gold.
>>
>>652224
Makes sense. Considering resources thats awesome, doesnt give battle bonuses during invasions... outside of naval battles anyway
>>
If our population is big enough to afford new Village on the Island, then i vote for it and and A). Otherwise, im still standing at my previous statement
>>
>>652236
Well, last time we used gold as an actual currency, that's why I made the trade routes visible in the map, to count them.
We have trade routes with everyone we meet, except hostile factions.


((Small question to everyone, do you want to have gold as a second currency alongside AP like last thread, or just keep with the AP alone?))
>>
>>652246
Not directly anyway, controlling naval trade and having a solid base of food production for manpower ensures that we can maintain a large and effective army though.
>>
>>652254
I would like Gold as well
>>
>>652254
I didn't mean it that way, I was just figuring out how the system works. I have no inclination either way.
>>
>>652254
I vote yes to gold as a secondary currency.
>>
>>652256
You have convinced me, I change my vote for Letholdus to (Thea + Althalos)
>>
>>652155
Even if there is a strong nation across the sea at the moment they don't seem keen on bothering us so I don't see a reason to build up our navy vary quickly.

I say we poke around and see what is going on with Ermirian to make sure they aren't holding a grudge against us.
>G)Fund a spynetwork in another realm. (Which?) (1 Action Point)

>>A) Use the wood we cut for making better farmtools and houses. (0.5 AP)

I agree with Magister Kynes when it comes to the gods. God of the Sea and God of the Land!
>>
>>652254
I for one gladly accept the gold.
>>
>>652254
More currency means more strategy. Let's do it.
>>
Okay let's see

El Hermano:AH1, 5
Engineer Ned:B H2, 3/5
Duke Pennywyth:C(south)H2, 3/4
Newcomer: AE, 1
Magister Kynes:BH2, 3/5
Captain Brutus: AG, 3/5
Theudas, the Paladin: ED (all gods)

A:3
B:2
C:1
D:1
E:2
G:1
H1:1
H2:3

A and H2 win.

By the will of the council, the people of Avaria will worship both Thea, Goddess of Sea, and Althalos, God of Harvest and Fertility.

((Writing))
>>
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A new season is here, Spring has begun.

The new farmlands are already producing food for the people, generating a small surplus, which lowers the food prices and attracts inmigrants to our lands.

The wood we chopped from the forest has been used to both making farming tools and houses, which, alongside with our small food surplus, port, and roads, makes our kingdom a good choice for people to settle. (+0.5 AP)

We've dispached a group of the kingdom's finest alchemist, engineers and miners north towards the island, their task will be to examinate the mountains seeking for any valuable resources, specially, metals.

Yet more news from the other side of the lake, the Kirelian kingdom has not responded to the hostility they suffered from their neighbours, even then the Vymland kingdom has started a recruitment campaign, engrossing it's forces.

Kingdom's treasury:
5 GOLD (Per turn growth: +1 from sea trading, +1 from food surplus, +2 from taxes)

What are this month's orders? (2 AP, 5 GOLD):
>A) Build a grand temple on our capital to worship the gods. (0.5 AP) (4 GOLD)
>B) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>E) Fund a militar research project. (1 AP) (3 GOLD)
>F) Fund a magical research project. (1 AP) (3 GOLD)
>G)Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>H)Build more farms. (1AP 1GOLD)
>I)Write-in (1 Action Point).
>>
I picked 5 GOLD as an arbitrary ammount to start with, every 2 sea trade routes give us 1 GOLD (Currently 3). Feel free to ask any questions.

I'm taking a break now, coming back tonight.
>>
>>652497

Fellow councilmen! I have two, mutually exclusive proposals for you this fine morning:

>I1
Since we're currently at peace, I propose we rent our men as mercenaries to the highest bidder (voluntary only). We could profit from the winds of war that are brewing.

>I2
Another option could be to negotiate Iron from either the Kirelians or the Vymlanders, if either of them has any.

Also I propose
>A
Let's get this done early and try to reap the benefits.
>>
>>652497
>F)
Druidism specifically. Being able to grow back our trees so we never run out would be good.
>H)Start a fishing industry.
>>
>>652497
>G)Fund a spynetwork in another realm. (Vyrmland) (0.5 Action Point) (2 GOLD), using scrying mages from mage guilds, people suitable to intelligence and have merchants look for rumors.

>I
Have Warriors Guild do mercenary work for at least 1 gold.

>A
Using coins gained from mercenary work build temple.
>>
>>652497
Its time to spread religion to our people. A)
As our trade is based on sea routes, it would be wise to build some fleet that would be able to protect our trading ships. As we need Wood for it, i vote for B).

As my last vote: lets try and establish new trading route with the newly discovered elven kingdom D)
>>
>>652551
>>
>>652556
((also time to go to work, good night all))
>>
>>652497
Vymland's recruitment drive is concerning. They're also significantly larger than us, so any reaction should be subtle, so setting a spy network there could be highly benefic. Our treasury isn't large enough for funding that and also the temple so I suggest delaying the temple. I believe gold carries between turns so whatever we save this turn, we can use next, allowing us to build the temple. Correct me if I'm wrong, QM.
>G) Fund spy network (Vymland)

In preparation for the temple construction, we can stock up on some resources.
>B) Cut more wood

This leaves us enough manpower to explore better the land around us and our hopefully-about-to-be-settled island.
>C) Scout (North, around the island)
>>
>>652596
As I said we should make warriors guild do some mercenary work for at least 1 gold, then the warriors guild get real experience, and we get enough gold for both the temple and spy network.
>>
>>652596
thanks for pointing that out, indeed gold stockpiles between turns.

Also theres no need to spend an action making trade routes with other kingdoms, as soon as we discover them we have a trade route set.

Now im off
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>>652633
Then, i change my last action

Lets ask ermiria for map Exchange. It may be more profitable than simply sending scouts South
>>
>>652527
>I2
A short term source of Iron would be useful to us until we can locate one of our own. I'm frankly surprised to see a paladin encouraging us to fan sparks of war between our neighbors for profit.

>A
Let us cement the new faith of our people by creating a seat for its clergy.
>>
>>652497
>G)Fund a spynetwork in another realm. (Vyrmland) (0.5 Action Point) (2 GOLD)
If war is coming, we must have intelligence.

>I
Have our Warriors Guild/army do mercenary work for at least 1 gold.

>A
Using coins gained from mercenary work build temple so our people can better communicate with the gods.
>>
>>652497
Our trade routes will take good care of us, should we take care of them. I vote a magical research proposal, one that these sea priests might assist with. I believe funding them in order to ensure safe seas would be good for our future long term growth.
>F) Magical Research (Calm seas)
Perhaps we might survey the northern island, to determine what resources we might find there.
>C) Scout (Northern island)
>>
>>652951
My good man, your second proposes task is already underway:

>We've dispached a group of the kingdom's finest alchemist, engineers and miners north towards the island, their task will be to examinate the mountains seeking for any valuable resources, specially, metals.
>>
>>652830
>I'm frankly surprised to see a paladin encouraging us to fan sparks of war between our neighbors for profit.
It's all for the Greater Good, Magister.
>>
>>652984
Ah, miss a month and this is what happens...

Thank you kindly for the information.
>>
>>653049
You probably serve a chaos lord, how can we trust you?
>>
Theudas, the Paladin: I1, I2, A
Newcomer: F (and I3 I guess)
Duke Pennywyth:G I1 A
El Hermano:A B D to Ermiria
Engineer Ned: G B C(south)
Magister Kynes: l2 A
Loremaster Varrius:G I1 A
Merchant Lord Rynath: F

A: 5
B:2
C:1
D:1
F:2
G:3
I1:3
l2:2
I3:1

I1, G and A win.(-2AP, -6 GOLD) (for being the first time I'll let a little of overspending this turn)

((Writting))
>>
>>652497
>>653659

There's a mistake in the season we're in, I'll fix it in the next post
>>
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It is the second month of autumn, winter is closer, days are shorter and slightly colder.

The group we sent last month to the northern island has returned with great news, it seems there is a rich iron deposit in the island's mountains, which shouldn't be difficult to extract.

Vymland has closed it's borders with Kirelia.

Our peasants have improvised small chapels through the kingdom to worship both Thea and Althalos.

The contruction of the great temple has begun in the center of the capital, it'll take a few months to be finished but it'll surely please the gods.

We're placing the seeds to form a spynetwork in the neighbour kingdom of Vymland, sending over fifty agents to merge with the common folk, we'll surely get our first reports by the next month.

From the 2.700 men we have on our disposal, the council has decided to set most of them as a mercenary company, it's been decided to leave just enough men to mantain law and order (1000), and send 1.700 as mercenaries, gladly the kingdom of Norland is currently fighting a was with an unknown kingdom, so they'll take our men with them, surely this would also give us more geographical information about Norland and their enemies by the next month. (+1 GOLD per turn).

The treasury has grown!: 4 GOLD (+1 from sea trading, +1 from food surplus, +2 from taxes, -1 from overspending, +1 mercenary company)

What are this month's orders? (2 AP, 4 GOLD):
>A) Start a mining enterprise in the northern island (Produces Iron)(0.5 AP) (2 GOLD)
>B) Send settlers to the northern island, expanding our borders.(Produces Iron) (1 AP, 4 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Build more farms. (1AP 1GOLD)
>J )Write-in (1 Action Point).

Also, I've made a pastebin with diplo and army information: http://pastebin.com/HFvnXLmg

II'll be back in around 3 hours
>>
>>654001
As large an investment as it is, the best long term profit will be from establishing a colony in the island, so I vote for settling it.
>B)

This leaves us 1 AP only, which we can split with scouting and emissary, if anyone has anything in mind.
>>
>>654054
I agree with Engineer Ned on our next course of action. For scouting I would say cross over the Kingdom of Kirelia's borders to see what is on the other side of them and it shouldn't be too much of a problem since we are on good terms.

As for an Emissary we should look to trying to smooth over relations with the Kingdom of Ermiria. If we are going to have part of armed forces become a mercenary company the last thing we need is to have one of our neighbors not liking us.
>>
>>654270
Both those proposals seem good, Ermiria is one of the bordering human kingdoms, and it's both the one upset with us and the one we know the least, seeing as we should get some insight into vymland by next month.
>>
>>654001
>>654270
I favor both the colony and both of Sirrah Brutus's proposals. Let us expand our kingdom and gain resources both.
>>
Okay, consensus straight away, writting
>>
>>654001
>>B) Send settlers to the northern island, expanding our borders.(Produces Iron) (1 AP, 4 GOLD)

Best bet there.

D, North of the island
D, down river, if that is a direction we can go.
>>
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It is the third month of Autumn.

We've sent a few ships with enough materials and people to start building settlements in the island, the first shipment of iron it's expected to arrive by the end of next month.

The Grand Temple raises every day higher, this will clearly be the architectural jewel of the kingdom.

The mercenaries we've sent to Norland have recently arrived, sadly we don't have any geographical updates yet.

The council has also decided to send both an emisary to Ermiria, and scout across the lake and directly through the Kirelian kingdom, to map the southwest region past them, we'll have news from both of them next month.

Our spies scattered through every corner of Vymland, have sent us their report:

-It is not a secret, that Vymland's mobilzing it's army, their numbers raise up to 15.000 armed men, they've nine thousand in the Kirelian borders, four thousand in the border with us, and two thousand patroling their lands.
Their economy's solid, but they don't have enough iron to equip their men, it seems they've hired the dwarves from Dal'Badhir to make their weapons and armors. If they attack Kirelia, they'll surely be victorious.
Their relations with the dwarves is merely limited to business, dwarves aren't expected to be called into the war.

The young king has finishing his basic studies, he's now able to read and write fluently, as to solve simple math problems, how should his education be focused on now?.

>Write-in

The treasury has grown!: 5 GOLD (+1 from sea trading, +1 from food surplus, +2 from taxes, +1 mercenary company)

What are this month's orders? (2 AP, 4 GOLD):
>A) Build more farms. (1AP 1GOLD)
>B) Start fortifying the west bridge and the coastline.(0.5 AP, 2 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Write-in (1 Action Point).
>>
That'll be all for today, tomorrow we'll have a huge map update because of mercenaries + scouting, so stay tuned!
>>
>>656050
Ugh, remind me to check my grammar before posting
>>
>>656050
>15.000 armed men

>>B) Start fortifying the west bridge and the coastline.(0.5 AP, 2 GOLD)

I, use all 1.5 points in recruitment. Might could do to look into attracting people from abroad as well as our own populace.
>>
>>656082
Remember that we still need iron to make weapons for those men
>>
>>656092

I figure it would be better to have men waiting on iron than wait for iron and then start recruiting.


About when will the session start tomorrow?
>>
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>>656050

>B) Start fortifying the west bridge and the coastline

>G/I) Assasinate dwarf weapon and armormakers, poison Vymland army supplies

Kirelians are our allies and we have sizeable elven minority, we can't let them fall to the imperialistic policy of Vymland.

To the councilors that will try to take more pragmatic and profit-driven approach - we will surely be next. Our kingdom prospers now and will be an easy target for conquest after Kirelian kingdom falls, especially in following months when we still won't have access to iron.

If port in Kirelia is captured, an enemy could invade us from the side of the lake, bypassing our fortifications and landing next to our farmlands.

We delayed our involvment, but stalling the offensive and sabotaging Vymland tactics is in the interest of our kingdom.

I strongly advise such tactics regarding Vymland-Kirelian crisis, at least to time when we could expand our own army or step-up as mediator between two sides.
>>
>>656207

We have friendly relations, we're not allies.

Though, we most certainly could profit by taking the northern half of Vymland.

Couldn't hurt by helping the Kirelians covertly while we build our own forces up. Could put some of those reformed bandits to use with our spy network. Sabotage their logistics, maybe even try and capture or destroy some of their ships in port.
>>
>>656116
Hey, im just passing by.

Tomorrow sesion will start in about 9 hours from this post, maybe sooner.
Depends on how many votes are in, since we're about to make critical decisions.

Also quick reminder that 1.700 of our men are in Norland's territory, (when I said they just arrived in the past post, I meant to say they arrived there, not back.)
>>
>>656207
I agree with fortifying border, however assasination of dwarves is too much. We dont want to make new enemy if our spies get caught. Instead, send emissary to elfs on the East, maybe they will try to protect their fellow kin kingdom
>>
>>656050
>Write in
Have one of the better spies in Vyrmland kill a Dwarf, this should elicit a reaction from Dal'Bhadir giving us time to prepare.
>B

>D
Send a scout across seas north of our island colony

>King should study etiquette
>>
>>657311
>>
>>656050
>F) Fund a military research project. (1 AP) (3 GOLD)
Better warships
>B) Start fortifying the west bridge and the coastline
>>
We should start up a gene modification lab, using magic to develop some sort of super marines.
>>
>>656050
I of course wouldn't mind getting men prepared & start training while we wait for the iron to start coming in.

But I think that the rest of our time should be send on other endeavors. An emissary sent to the Vymland kingdom on a diplomatic mission to basically "make sure we are still cool". We been trading and our people have been relatively friendly toward each other.

I think we should also look into seeing if we can buy some stone from the Dal'Badhir Dwarves and maybe hire some masons to build fortification for the West Bridge and coastline.
>>
>>657025
>Instead, send emissary to elfs on the East, maybe they will try to protect their fellow kin kingdom

This of course could backfire having what looks to be a fairly powerful kingdom sticking its nose in our own business.

Assassinating dwarves would be entirely too risky though I agree. We get found out? Could well be fighting two fronts when we barely have an army. And our southern neighbor might not mind expanding their territory if we find ourselves in trouble.

>>656050
And since I forgot

>educate king in strategy
>>
>>656050
>A) Build more farms. (1AP 1GOLD)
The people need to have a sustainable food source, especially as we are colonising the northern island.

>B) Start fortifying the west bridge and the coastline.(0.5 AP, 2 GOLD)
While we are creating food security with extra farms - we should also prioritise our national security.

>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
Southwards!
>>
>>657703
We have the blessing of a sea god I think scouting overseas would be much more productive
>>
>>656050
Fortify the west Bridge and Coastline (.5 AP 2 Gold)
Build More farms (1 AP 1 Gold)
Scout to the West (.5 AP)
>>
>>656323
>>657025
>>657491

Words of other councilmen calmed mine fervor. You might be right that assassinating dwarves is extreme idea that might backfire.

Maybe we should try instead sending an emissary and re-negotiate armour and weapons deals? We'll be on the weaker position than we were when there was a possibility to invite dwarf priests into our lands, but if we'll tempt them with better money dwarves will surely change the deal, they love coins.

Even if we won't buy weapons from them and instead make our own, maybe negotiating trade deals could stall the shipment to Vymland by 2 months.

I advise against involving other elven kingdom in our affairs. If anything, those might be two competing kingdoms and the knowledge of trouble in our lands might give dangerous ideas to the ruler of Lithduin.
>>
>>657864
I forgot to mention, we should educate the child on matters of etiquette and diplomacy.
>>
>>656050
Is it 5 or 4 Gold?
>B) Fortify bridge

>I) Recruitment - Like a fellow council member said, better to have men waiting on iron than to wait for iron to recruit.

I would advise against political maneuvers that could backfire horribly against us, such as the assassination of dwarves, who have no qualms with us. They prefer their mountainous homes, we should worry more about our human neighbours.
>>
>>656977
Don't forget to fix the map, last one missed the northern city port and the road connecting the cities.
>>
>>656050
Back from sleeping.
I think we should educate the young king in logistics and data. It's very useful to know when running things.
>>
>>658014
I can't believe I've been typing my name in the option field. That's a newfag mistake on my part.
>>
>>657998
>>658000
5 gold, yep I'm fixing it right now, as soon as I end the map I'll be counting the votes
>>
Viceroy Vim: No votes in this subject
Engineer Ned:B + Recruitment
Dave the Bard:A B D(west)
Marquess of Aruqes: B I(sabotage vymland), E3
Duke Pennywyth: BD I2
Loremaster Varrius: A B D(south)
Duke Cosca: B +recruit
Captain Brutus: Recruitment, E2 to Vymland, E3 to Dwarves
El Hermano:B and E1 (east)
Newcomer: F and B

A:2 (1AP)
B:8 (0.5AP)
D1:1
D2:1
D3:1
E1:1
E2:1
E3:2(0.5AP)
Recruitment:3(1AP)
F:1
I1:1
I2:1

B, recruitment, and emissary to dwarves won.


Also, the king will be taught ettiquete from now on.

((writting))
Counting sometimes gets messy, remember to always greentext the option you've voted for.
>>
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It is the last month of Autumn, it's gonna be a hard winter.

The king is now being educated in ettiquete.

The scout we sent past the Kirelian lands has returned, he made contact with two kingdoms, the Human kingdom of Hyween, and the dwarf kingdom of Dul'Modhur, neither of them are hostile.

The emissary we've sent to Ermirian reports that relations are getting slowly better, and that Ermiria says that the wouldn't be intrested to join any upcoming war, nor they're preparing for anything.

Reports from our mercenary company, they are fighting alongside the Norland's army in a war against the barbaric Tribal Kingdom of Björgen, from the 1.700 men we sent, around one hundred perished last month, leaving a total of 1.600 left.

>Should we recall the mercenaries already, or keep waiting? (Free action)

The settlement in the noth island is about to be finished, but since war tension have rised so much, the settlement's governor has decided, without asking us, to delay a bit the settlement construction and focused on mining iron to supply our blacksmiths. (+IRON)

It seems that Vymland has stopped it's recruitment campaign, yet only 3/4 of their soldiers are properly equipped, they're waiting for more supplies from the dwarves, which may take a couple months to be delivered.

On a small note, our spies discourage us from attacking the dwarves, BUT the boats that bring the weapons from the dwarves are Vymland's boats, if we wish to stop their weaponry supply, we should target the boats, although would be a risky move in such a delicate situation.

We've started a recruitment campaign and left our recruits on stand-by until we got enough weapons and armor to properly equip them, through the last month, we recruited the following men:
1.000 Infantry.
750 Archers.
250 Heavy Cavalry.
10 Battlemages

All these men are properly armed now since the settlement sent us iron. (-IRON)

Making a total of 2010 men, which are yet unarmed, and not ready to fight, but they're beginning their basic training.

We started the fortification of the west bridge and the coastline, this will take atleast two months before being finished, we're placing barricades and palisades through the coastline, and building a stone keep just at the begining of the bridge, if we've get more stone, we could surely improve these fortifications.

Last month we decided to send an emisary to the dwarven kingdom, this is what they've got to offer:

-They'd sell us stone for 1 GOLD.
-They'd sell us a shipment of Iron for 1 GOLD(can make equipment for 2000 men).
-They'd sell us crossbow blueprints for 3 GOLD. (improves archers to crossbowmen)
-They're intrested in staying neutral in any kind of conflict.

>What should we trade? (AP Free action) (Pick as much as GOLD allows)

(CONT)
>>
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The treasury has grown!: 8 GOLD (+3 in stock, +1 from sea trading, +1 from food surplus, +2 from taxes, +1 mercenary company)

What are this month's orders? (2 AP, 8 GOLD):

>A) Build more farms. (1AP 1GOLD)
>B) Improve western fortifications. (Requires STONE) (0.5 AP, 2 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Recruit 1500 men. (can be picked more than once), (men will stay on stand-by until they get their equipment). (0.5 AP) (1 GOLD)
>J) Write-in (1 Action Point).

Right now we've got:

2196 Swordmen.
1498 Archers.
550 Heavy Cavalry.
26 Battlemages.
340 Militians (Reformed bandits).
Total Armed forces: 4.610 (of which 1.600 are in the mercenary company)

((No need to spend actions on making weapons, to make things easier, as we get iron we will automatically create equipment.))
>>
I was in a rush so couldn't check grammar, I'll be back in a few hours
>>
>>658090
>Trade for crossbow blueprints.
>Trade for stone
>A) Build more farms. (1AP 1GOLD)
>B) Improve western fortifications. (Requires STONE) (0.5 AP, 2 GOLD)
Use the stone we get from the dwarves.
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
South. Let's see what's further down the lake.
>>
>>658090
>Fund a research project, namely water magic. Lets start putting our god to work. (1 AP, 3 Gold)
>Improve western fortifications. (Requires STONE) (0.5 AP, 2 GOLD)
>I) Recruit 1500 men. (0.5 AP) (1 GOLD)

Purchase Stone for 1 gold
>>
>>658086
>Mercs
Keep them abroad and earning money.

>Trade
Buy 1 stone (1 gold)
Buy 1 iron (1 gold)
Buy crossbow blueprints (3 gold)

Kingdon
>B
>I
>J - Establish a geological survey team with mages to see if there are any mineral or stone deposits in our near our lands.

Will the map be updated to include our island colony?
>>
>>658090
>Buy stone.
>B) Improve western fortifications. (Requires STONE) (0.5 AP, 2 GOLD)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
Down the lake, like >>658102 suggests.
>F) Fund a militar research project. (1 AP) (3 GOLD)
Better warships, we must gain sea supremacy.
How strong is Vymland's navy?
>>
>>658086
>>658090

>Trade for stone (3 GOLD)
>Let mercenaries keep fighting


>B) Improve western fortifications. (Requires STONE) (0.5 AP, 2 GOLD)
>E) Send and emissary to inform Norland of Vymland's shippment (0.5 Action Point)
>I) Recruit 1500 men. (can be picked more than once), (men will stay on stand-by until they get their equipment). (0.5 AP) (1 GOLD)

Aruqes family advises to send an emissary to Norland and inform them of Vymland's shippment. They might have raided Vymland's ships before and would certainly appreciate a boatload of weapons while being at war with Bjorgen.

Vymland would also be a lot less likely to attack Norland than us, water is a big barrier, also Norland is a lot more powerful than we are and Vymland could not afford overextending on two fronts. The worst Norland can suffer is temporarly worse relationship with Vymland they won't even empose any sort of trade embargo due to harsh winter coming and even if they would, it could only hurt Vymland because Norland can increase trade with us now that we have lots of supplies and produce lots of food and have ability to ship it from even farther lands like from Lithduin.
>>
>>658136

Actually add to this

>Buy food from kingdoms east and south of us (2 GOLD)

To have enough supplies or trade for it to Norland.
>>
>>658105
With the last gold I haven't spent I push to buy supplies, as suggested by >>658141.
>>
>>658086
There are still flaws in the map, missing the road between the capital and the north city, and a few more, I'm gonna fix them in the next update, I was in a rush today.
Our colony is still seting up, as soon as it settles it would be in the map.

Ending the turn in about 2 hours, probably more.

I'll add a spy report on Vymland's navy in the next turn
>>
Guys, i made a plan for the war and I'd like criticism.
>Improve navy ships until we have supremacy of the lake.
>Recruit and train soldiers to defend the bridge.
>Use our ships to help defend by attacking and transporting a small amount of elite soldiers to the other side of the bridge to raid.
>Then, when the enemy has exhausted his strength attacking our fort, counter attack by sending our mercenary troops to the northwestern shore of vymland to attack the small village and our regular troops to the south of vymland to attack the enemy while they are fighting Kirelian.
>>
>>658154
Also, we might be able to use an abundance of food to jury rig makeshift Molotov's/fire bombs by using our most flammable crops.
>>
>>658158
Another idea, put a bunch of piles of crops on the bridge when the wind blows east and set it on fire.
That way the enemy will either have to charge through smoke or delay their attack until the wind changes.
>>
>>658154
Does nobody have any criticisms?
>>
>>658154

Actually it's pretty sound with one remark: nobody has lake port besides us and Kirelians. We are safe unless they fall. We don't need to improve our navy, but just observe and if push comes to shove, organize evacuation of elves via their port and then burn it - and also take their ships.
>>
>>658201
Well that makes everything easier, still might have to improve ships for the sea though. Especially if we want our mercenaries to come help without dying.
>>
Another idea, when the enemy crosses the bridge to attack we can have a lake ship full of archers/crossbowmen park by the bridge and shoot, then sail away before they shoot back.
>>
>>658086
>Mercenaries

>Partial recall, leave 1k to maintain the gold income, and maybe rotate the ones serving as mercenaries.

>Dwarves
>Purchase stone (-1 G)
>Purchase crossbow blueprints (-3 G)

>Kingdom
>B) Improve fortifications using the stone just bought above. (-0.5 AP, -2 G)

>C) Cut more wood - We can use this afterwards to establish a proper navy. (-0.5 AP, -1 G)

(1 of each left, so)
>I) Recruit (-0,5 AP, -1 G)
>D) Scout (Southwest) (-0,5AP)
>>
>>658210
I support the partial recall.
>>
>>658154
I agree with preparing, and training, but I wanted us to refrain from initating hostilities, especially without knowing the full power of their navy
>>
>>658215
The plan is to activate after they declare war on us.
>>
>>658210
>>658214

I disagree with even partial recall idea. It could change situation in the North and hamper our relationships with Norland. You just don't recall troops in the middle of a war, at least give them a month or two to adapt tactics and send emissary first.

Moreover, calling troops back is pointless now when they will stay idle and they can always come back as reinforcements later.

You foget that while situation is worrying, we aren't in a state of war and probably won't be even if genocide of elves starts. Let the troops gain field experience and we could use their presence as levarge in future diplomatic negotiations.
>>
>>658241

Also seriously - who recruits soldiers? Who's lands will be invaded and plundered by our own soldiers for supplies?

Ours, honorable Lords and Ladies. Arming ourselves to scare invaders, using proxies, helping one side of the conflict - it's all good. But during war, especially prolonged one, everybody loses.

I say it again - it's best to hamper the preparations and advance on Vynland's troops and arm and support financially or with food or building supplies elven kingdom. It can't fall down, because if it does, we'll be a lot more vulnerable and politically weaker.
>>
>>658241
It's precisely for field experience that I also suggested rotating the people serving there.

Also, what I think is most important to do is what I said after the partial recall and before recruitment. >>658210
I think it's vital to improve our infrastructure.
The rest is a suggestion, to be discussed further.
>>
>>658090
>>658090
>Mercs
I think they should stay abroad for now to both keep up cash flow and to continue to gain experience. If we need to we can replenish their losses if they get too low, but we shouldn't recall them until their job is over.

We will just have to make do with the forces we have as we build up our army.

>Trade
Stone for sure.
>Actions
>B) Improve western fortifications. (Requires STONE) (0.5 AP, 2 GOLD)

Don't know what needs to be said about this really. I'm pretty sure we are all on the same page about building up fortifications on that side.

I will say that Marquess does have an interesting idea about seeing if the Norland would be interested in taking the shipment of supplies. Not sure if we should be direct about asking them or it just happens to be a piece of information we happen to tell them.

And I fully support the Hydromancy research project that the Bard fellow proposed.
>>
It's been decided, by split decision, to let the mercenaries stay fighting where they are.

It's been also decided to buy both stone for the fortifications, and the crossbow blueprints.

Captain Brutus:B G E to norland
Engineer Ned: B C I D(southwest)
Marquess of Aruqes: B Eto norland I
Marquis:No voting in this subject
Newcomer: B D(south) F(warships)
Dave the Bard: I G B
Loremaster Varrius:B I J(surveylands)
Viceroy Vim: A B D(south)

B:7
I:4
D:3
G:2
E:2
J1:2
C:1
F:1
J2:1
A:1

B,D,I won.

Tie between:
E(send emissary to Norland with Vymland's supply lines info) (0.5AP)
J:(Stockpile food)(0.5AP -1 food per turn for 2 turns)

"G" is left out because it would cost 1 AP, normally "J" would cost 1 AP too because it's a write in, but due to the nature of the action, shouldn't be 1 point expensive.

Also changed "Buying" food to "Stockpiling" because we already have surplus, we don't need to buy it away.


Is anyone going to break the tie or shall be call the young king in to decide?

(Total spending: 2 AP , 7 GOLD)
>>
>>658490
shall we*
>>
>>658490
Tie Breaker here
>E
>>
>>658509
((Thanks, writing))
>>
>>658532
(((Jew)))
>>
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>>658535
Wrong board stormfag
>>>/pol
>>
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>>658509

>sending other kingdoms to fight proxy war instead of stockpiling food for winter

Yeshhh, yeshhh...everything according to plan...yesshhh...
>>
>>658540
I was responding to him using double brackets.
I thought he was making a holocaust joke or something.

>>658543
fuck off back to /pol stormfatlk
>>
>>658561
double brackets mean ooc
>>
>>658561

Jesus, don't be so jumpy. I thought people could joke. Also I browse on 4chan only /tg/, /ic/ and now /qst/, I avoid shit major boards.
>>
>>658577
I was kidding man

I thought it would be funny to be racist then complain about someone else making a mild jew joke.
>>
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Winter has finally arrived, a cold breeze wanders through the lands

The emissary we sent to Ermiria has returned with good news, it seems the negotiations reached a point where Erimirians decided that it'll best for everyone to have a better releation from now, they annunced that our biggest fear, which was seeing them joining the Vymlander, will not happen.

The settlement in the north island is quickly growing, soon we'll be able to call it a small city.

We decided to buy both the crossbow blueprints as a shipment of stone from the dwarves.
Our blacksmiths already got their hands on the blueprints, from now on our ranged troops will be wielding crossbows.

The fortifications in the east bank of the river are being upgrade, from the palisades we set last month, to a 10 feet tall stonewall, with several keeps along it's way, and fort in bridge, these fortifications will take atleast two months to be finished. In the Vymland's side of the river, they're also erecting walls and keeps.
Our spies report that after a few more recruitment campaigns, Vymland's forces are about 18.000 men by now, of which 3000 are waiting for their equipment.

A scout has been sent southwards following the river to further increase our knowledge of the land.

Another recruitment campaign has started as our settlement keep feeding our iron-thirsty forges, this month we engrossed our forces with 1.500 fresh recruits, making a total of 6.110 men, of which 1.600 are in the mercenary company.

An emissary from Kirelia has arrived to the court, he wants to formilize an alliance between our kingdoms, to fight back against Vymland whenever they start attacking.
Kirelian army's formed by about 9.000 men, in a mixture of crossbowmen, pikemen and infantry.

>Accept the alliance.
>Decline the alliance.

Our spies have made a report about Vymland's navy:
-20 Battleships, of which 15 are docked, 5 patrolling.
-40 Vessels, of which 10 are docked, 30 patrolling.

To put into perspective, our navy's only formed by the ships that the old king left us:
-5 Battleships
-15 Vessels

Vymland's navy's only surpassed by Norland's navy, which is widely feared by pirates, we don't have their numbers, but everyone knows they have no match in the sea.

We sent an emissary to Norland, informing them about Vymland's militarization, and it's rather vulnerable supply lines, they say that this is not their war, nor it will be, but they could really use some quality, new weapons.
Their offer is that they will attack Vymland's supply lines, and steal their military equipment, but since we want this to happen more than they do, they're asking us to leave our mercenaries under their command, for free, and forever.

>Accept
>Deny
>>
>>658634
The treasury has grown!: 5 GOLD (+1 in stock, +1 from sea trading, +1 from food surplus, +2 from taxes, +1 mercenary company -1 Army upkeep)

What are this month's orders? (2 AP, 5 GOLD):

>A) Build more farms. (1AP 1GOLD)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>J) Write-in (1 Action Point).

Recuits will stay on stand-by until they get their equipment, right now we can equip 1500 men per month, but recruit as much as we want.
>>
(( I have to go now, coming back in about 6 hours.

see you later ((goyim))[/spoiler ))
>>
>>658634
Offer a defense pact rather than a full alliance.

Decline

>>658635
>A
>C
>I
>>
>>658635
Form alliance with Kirelia as well as form a joint magical project.
Decline the deal with Norland.

>J (1 AP) (3 GOLD)
Form a joint magical research project with Kirellia (Water Magic (Flood magic))

This can be used for irrigation and delaying enemy advance.

>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)

>>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
North of Norland, need to get more trade routes.
>>
>>658634
>Accept Defensive alliance
>Decline

>A
>C
>I
>>
>>658634
>Propose a mutual defensive pact instead

>Decline Norland's offer

>C
>G (Form a joint magical research project with Kirellia)
>I
>>
>>658634

>Accept alliance with Kirelia

Together we are 15k strong. Kirelia has actually very good defensive position, armies of Vymland can't navigate the lake and can't go through dense forest that is between those countries.

The only place from which Vymland can attack Kirelia is from the pass between moutains in their north-west. This place can become a chokepoint that can give upper hand of armies of alliance even with smaller numbers.

Our western border will be well-guarded and also can be defended with smaller forces, additionally we can build ballistas and put them on ships that we have inside the lake, so they can shoot from the distance armies that go through the bridge.

Moreover, advantage of lake ports helps us immensly with providing supplies to our allies as well as transporting troops.

Alliance is a good thing that will diminish Vymland dominance in the region.

>Deny Norland offer

They were informed and this is enough. They value our mercenaries, this is our diplomatic leverage. We can withdraw our 1600 men so Norland will be forced to increase recruitments and weapon production, both which take time and money.

>Withdraw mercenaries, 1 Gold given from Norland distribute among troops to up the morale (and so they can buy themselves better equipment)

Now:

>G/J) Form a joint magical research project with Kirellia (Water Magic (Flood magic))

As the honorable Duke suggests >>658690

>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)


I advise against building farms, it's better to build them just before the sowing in the early spring.

I also suggest to Lords to think about

>breaking trade route with Vymland

This could hurt their gold income while it won't hurt ours. Drawback is that the diplomatic relationships will get even worse and it can give them casus belli with us - but we all know that they won't attack in winter anyway.
>>
>>658635
I'm back
I think we should just make a defensive pact with Kirelia, and move some troops to the bridge for preparation.

We should also decline Norland's offer. In my opinion, we have the ability to use those mercs to make large profits in the future.

>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>>
>>658820
John, you may be interested in:

>G/J) Form a joint magical research project with Kirellia
>>
>>658839
Sure, sounds good.
>>
>>658634
Kirelia
>Counter offer with a defence pact as >>658657 suggested

Norland already has the knowledge we gave them, we should resist this demand.
>Deny

>>658635
>B)
>C)
and I'll support as well the magical research project
>G)
>>
>>658635
Enter defensive pact

Decline Norland's offer.

>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>>
Fellow councilmen, do we really want to be known as elf lovers?
>>
>>658936
Sometimes diplomacy acquaints a man with strange bedfellows.
>>
>>658936

Four words: Elf diccku.
>>
>>658936
>he doesn't want dat elf pussy
>>
>>658936
Knaifu for Laifu
>>
>>658936
Well, there's always the option of using the conflict to obtain the lands of vymland.
>>
>>659171
Alternatively, we could just stab Kirellia in the back ala Poland 1939 and divide up the territory.
>>
>>659273
Not nearly worth it, it's a much smaller kingdom, and you get the reputation of a backstabber. Vymland on the other hand has plenty of land and possibly extra resources, not to mention another port already built.
>>
>>659273
It seems Vyrmland want to take our land as well, and we shouldn't be weak enough to back out when they have beef with our kingdom.
>>
>>659273

Vymland is much stronger country and by getting Kirellia it gains access to lake and a port. This is actually huge in terms of our border security, not to mention how much more powerful would Vymland get by expanding. Oh and then it would put big influence on Emirian kingdom by just bordering it.

Not to mention what could be in those elven lands in terms of resources, magic and artifacts. Also a prospect of having to pass by Vymland to get to the western dwarven kingdom and south-western human one is just uncomfortable.

Backstabbing elves is bad however we wouldn't look at it, even from least empathic and most pragmatic perspectives.
>>
>>659171

Now thats more like it.

>>659382

Vymland conquering the elves means instability and a ripe opportunity to foster rebellion and insurgency within their new borders, with the potential of freeing the elves as a satellite kingdom after we conquer the whole of vymland for ourselves.

A longshot, but not impossible.
>>
Duke Cosca: ACI
Duke Pennywyth:GCD(north)
Magister Kynes:ACI
Loremaster Varrius:CGI
Marquess of Aruqes:GC
John the Smithy: CIG
Engineer Ned: CBG
Dave the Bard:CIG

C:8
G:6
I:5
A:2
B:1
D:1
J:1

C,G I won (2 AP and 5 GOLD spent)

I'd like to remark the two proposals that the Marquess of Aruqes has made:

First to withdraw mercenaries, 1 Gold given from Norland distribute among troops to up the morale (and so they can buy themselves better equipment)

Secondly breaking trade routes with Vymland.

What does the rest of the council thinks about this?
>>
>>659417
Also by concensus Norland's proposal has been denied as we'll give a counter-proposal of forming a defensive alliance with Kirelia
>>
>>659417
I don't think it is necessary to withdraw, but I'll mention again changing the persons overseas so more soldiers can get field experience, and mitigate any possible loss of patriotism by spending too much time fighting for somebody else.
We don't need to have 1.6k men just going, "nah we're fine here, kthxbye"
>>
>>659417
>First to withdraw mercenaries, 1 Gold given from Norland distribute among troops to up the morale (and so they can buy themselves better equipment)

To the mercs or all men? Mercs deserve higher pay maybe, will create resentment if we give the fruits of their labor to those that didnt earn it though.

>Secondly breaking trade routes with Vymland.

Could easily escalate hostilities, i vote no.
>>
>>659417
>Secondly breaking trade routes with Vymland.
no
>>
File: Grand Temple.jpg (243KB, 1280x800px) Image search: [Google]
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The second month of winter has begun.

It is a really cold winter, most farms in the lands couldn't stand this dry, cold winter, but ours, thanks to the blessing of Althalos, our fields would produce enough food to keep our people fed through the winter.

The Grand Temple is finally finished and opened to the people, there our priests spread the words of our gods and it's miracles.
Our peasants have continued clearing the forest northeast of the capital, chopping hundreds of trees.(+Wood).

Another Iron shipment arrived from the island, as soon as we received it our forges started making military equipment. (+Iron, -Iron)
Yet another recruitment campaign ended this month, adding 1.500 men to our forces, making a total of 7.610, of which 1.600 are in the mercenary company.

The fortifications in the river are going to be ready by the end of the month.
The Kirelians have accepted our defensive alliance proposal, Vymland didn't waited much longer to place reinforcements in their side of the river.

Our spies have sent us yet another report:

-Vymland's forces are about 19.500 men by now, of which 1500 are waiting for their equipment.
-From the 18.000 armed troops, there are 10.000 in the Kirelian border, 7.000 in our border, and 1.000 patroling their kingdom.
-Vymland's engineers are building siege weapons such as trebuchets and catapults, their workshops are normally hidden deep into the woods, or behind high walls, but our agents have discovered the location of one of them in the forest in southeast of Vymland, relatively lightly guarded.

(Free action):

>1)Tell our agents to pay a mercenary group to attack the workshops. (Roll a 1d100, if +50 success, if -50 nothing happens) (1 GOLD)
>2)Sneak in a group of agents to light up the place.(Roll 1d100, if +35 success, if -35 spynetwork gets dismantled)
>3)Wait for a windy day, and light up the forest near the workshops. (Roll a 1d100, if +80 success, if -20 nothing happens.)

One of the merchant families from our capital has informed us that one of the ship convoys they sent to Vymland has never returned, there are no new from it.

The scout we sent southwards has yet not returned.

We have received a group of Kirelian's finest Wizards in our capital, they'll work along our chief mages from the Wizard's guild developing Hydromancy techniques, or as the common folk calls it, "Floods magic"

The war hasn't yet begun.

CONT
>>
File: Trebuchet.jpg (78KB, 538x404px) Image search: [Google]
Trebuchet.jpg
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The treasury has grown!: 4 GOLD (0 in stock, +1 from sea trading, +1 from food surplus, +2 from taxes, +1 mercenary company -1 Army upkeep)

We have wood in our disposal.

What are this month's orders? (2 AP, 4 GOLD):

>A) Build more farms. (1AP 1GOLD)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>J) Write-in (1 Action Point).
>>
>>659620
Next session will be in about 10 hours, although I don't know how active will I be able to be tomorrow.
>>
>>659611
>>1)Tell our agents to pay a mercenary group to attack the workshops. (Roll a 1d100, if +50 success, if -50 nothing happens) (1 GOLD)

We should look into expanding our contacts with mercenary companies and privateers, could well work at cornering the market by making ourselves patrons of them, at the same time expanding our military power and greatly expanding our spy networks.

>>659620
>>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
Perhaps some galleys to help with defending our coast and the lake since I'm sure we could pump out a substantial number of them compared to other ships, and we'd be hard pressed to outproduce Vymland with their much stronger navy already sitting around.

>>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
Vymland about our missing merchant ships. If they've detained our ships it gives us some justification for messing with them if we get caught subverting them.

>>A) Build more farms. (1AP 1GOLD)
More food, more people, more money.
>>
>>660043
forgot name
>>
>>659611
((In the third option i meant rolling more than 80 means success and less than 80 failure but nothing happens)
>>
>>659620
>F) Fund a militar research project. (1 AP) (3 GOLD)
Better battleships.
>>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>>A) Build more farms. (1AP 1GOLD)
Hopefully the water magic research will help our navy.
>>
>>659620
>>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
Vymland
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
Gotta get more soldiers
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
Gotta get more wood to build more boats

Also, pay a mercenary groups to attack the workshops.

What is our young king up to?
>>
Thank you for allowing me to join counselors, I'll do my best to represent the magi! I have the strangest feeling I've been here before though...
>>
>>659620
>)Tell our agents to pay a mercenary group to attack the workshops

>I) Recruit 1500 men (can be picked more than once). (0.5 AP) (1 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)

>J) Write-in (Free action?) Confiscate all Vymland ships in our ports and let no more ships head to Vymland. Break the trade route.


My fellow counselors, now is not the time to build farms or entreat our enemies! War is upon us!

I wish we had taken up the offer of the Nords, but there is still time to bring back our people.

The water magic will help our people for generations to come, and perhaps keep warships from our shores! I wish we had time to further develop our magics, but it seems unlikely we will be able to while the war goes on.

It's a shame that we must fight, war is a terrible thing, but we can't let the land entrusted to us fall.
>>
>>659611
>>659620
>2)Sneak in a group of agents to light up the place.(Roll 1d100, if +35 success, if -35 spynetwork gets dismantled)

We should try to keep this quiet and conserve money for other actions.

>I
>C
>B
>D (South to find the source of our giant lake)

>>661119
((These actions would cost 5 gold, we have only 4))
>>
>>661152
>>661119
Ahh, I forgot about the payment! S-Sorry...

In that case maybe we should risk using the spy-network.

>>659611
>2)Sneak in a group of agents to light up the place.(Roll 1d100, if +35 success, if -35 spynetwork gets dismantled)
>>
>>659611

>2)Sneak in a group of agents to light up the place.(Roll 1d100, if +35 success, if -35 spynetwork gets dismantled)

>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)

Vymland, though I'm afraid this might be a bit pointless at this stage. Maybe our diplomacy can help avoiding or postponing the war though?
>>
Rolled 73 (1d100)

Marques of Aruqes: BCE(vymland)
Healer Maiele:IIBC + J
Magister Kynes: ICBD(south)
Dave the Bard:BEIC
Newcomer:FBA
Duke Cosca:BEA

B:6
C:4
I:3
E:3
A:2
D:1
F:1
I(x2):1
J:1

BCIE won.

Our agents will try to sneak and saboutage ( +80=succes, rolled for it)

((Writting)


>>660826
The king is curently studying etiquette, he already posses knowledge in the areas of mathematics and letters.

>>661019
Welcome back!
>>
>>661392

((shit, I meant 30+ = success))
>>
File: Vessel.jpg (136KB, 1129x733px) Image search: [Google]
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It is the third month of winter.

The fortifications alongside the river are finally done, thousands of soldiers are guarding the river bank.
Weirdly, the scout we sent southwards hasn't yet returned.

Our wizards keep working alongside the Kirelians on finding a way to manipulate water by their will, they have made some advances but their technique still need a lot of development.

Report from our agents in Vymland, it seems they've successfully sneaked into the engineer's camp and turn the whole place in fire, destroying the siege weapons workshop.

Our maritime engineers have built 10 vessels in the last month, last month we've ordered them to keep building ships as our citizens keep cutting down build, 10 more ships are on it's way.
Another recruitment campaign has taking place in the kingdom, giving us 1.500 more troops, making our total armed men rise up to 9.110, of which 1600 are part of the mercenary company.

We've sent an emissary to the Vymland kingdom, first off, we asked about the whereabouts of our merchant ship, it seems they decided to confiscate it, they have also decided to stop sending their merchant ships to our port.

War is inminent, they give us a ultimatum, a final chance to break our ties with Kirelia, or fall with them.
If we'd choose to break our alliance with Kirelia, Vymlan proposes us an non-agression pact, and a gift of 10 gold to stay away from this war.
>1)Accept the deal.
>2)No, we can't trust them.

The treasury has grown!: 4 GOLD (1 in stock, +1 from sea trading, +1 from food surplus, +2 from taxes, +1 mercenary company -1 Army upkeep)

We have wood in our disposal.

What are this month's orders? (2 AP, 4 GOLD):

>A) Build more farms. (1AP 1GOLD)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>J) Write-in (1 Action Point).
>>
>>661454

I think...
I don't know yet, but maybe we should accept the deal. Our people don't need to die in a pointless war! M-Maybe peace will come if Kirelia surrenders...

>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>J) Write-in (Fund Wizard's Academy) (1 Action Point).

Fellow counclers, please hear me! We Magi can do so much more to help if we are more than just a guild! E-Especially if there is a war coming, we need a place to study the healing magics...

I don't know much about war, but I think we should be more worried about the waters than the bridge. We can hold the bridge for a long time, but if our trade and ports are cut off, we won't have the funds to do anything...
>>
>>661019
You began last thread as Alister, correct?

>>661454
Turning our backs on Kirelia would not only be akin to betrayal, seeing as they're a friendly nation, it is also against our best interests, as Vymland will turn on us after they're done with Kirelia, and they'll get to engage with each one at a time.
This keeps escalating, war seems unlikely to be avoided, so we must continue preparations. If you want peace, prepare for war.
>2) No

Kingdom
If we had 1 in stock shouldn't it be 5 gold available, then?
>B)
>C)
>I)
>>
>>661454
>2)No, we can't trust them.

They engaged Kirelians first and without a reason and did everything in their might to prepare for conquest. If we don't react they could do the same with us one day.

>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>A) Build more farms. (1AP 1GOLD)

((Do we have more than 1.5 AP?))
>>
>>661878
Seconding all of this, plus option I
Yeah, we have 2 [/spoiler}
>>
>>662029

Thanks

>>661878

Adding

>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)

to spend all 2AP
>>
>>661641
I was originally High Magi Alister, but after the first war I wanted to play someone less hawkish. I rolled some dice and it made sense for him to die to the plague. I remember Ned of course.
>>
>>661454
>War
Do not break the defensive pact. Also, have our mercanary company return and place the Kingdom on a war footing.

Kingdon
>B
>C
>D (West, through the mountains)
>I
>>
>>662129
Yes, I remember, but didn't remember if the name of the second character was indeed maiele or not. Nice to see you back here.
>>
>>661454
>2)No, we can't trust them.

>>661878
>>662083

Backing this
>>
>>662185

Oh yeah, backing this, call back our mercenary company.
>>
>>662185
>>663046

Could set a bad precedent if we recall our men, other kingdoms may be less willing to do business with us in the future if they know we'll pull the mercs they've hired out if we end up in war.

As it stands, it will not be difficult to hold the bridge with our current forces. Those crossbows should pay off nicely.
>>
>>662185
>>663046
I disagree with recalling our forces. It would be bad for future biznes, as well as worsen our relations with the nords.

>>661454
>2 decline
>B C I
>>
>>663852
We can't loan them off indefinetly.

@QM, did we sign a contract with the Nords that stipulated a specific length of service?
>>
>2)No, we can't trust them.

>B
>C
>I

Don't call back our mercenaries.
>>
>>661454
>2)No, we can't trust them.

>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
Send it to Norland, so we can discuss a plan to recall the mercenaries in a way that is acceptable to Norland.
>>
>>661454
>2)No, we can't trust them.

>B
>C
>I
>D (South along the river)

We shouldn't reccall our mercs, the gold we get from them is what allows us to keep enough gold for actions right now, and our forces should be more than sufficient to hold our fort against Vymland in the west.
>>
>>665574
Forgot my name
>>
So uh, is Council QM alive?
>>
>>665608
Vymland's assasin almost got me, but I'm here.

I'll update the map and then I'll count votes and write, next turn would start in about 1 hour
>>
Magister Kynes: BCI (we're waiting for a scout to come back from the south)
Dave the Bard:BCIE(Norland)
Duke Pennywyth:BCI
El Hermano:BCI
Duke Cosca:BAI
Maequess of Aruqes:BAI
Engineer Ned:BCI
Loremaster Varrius:BCID(Maybe you meant east?)
Heale Maiale:BC(We already funded a magical academy)
John the Smithy: BAI

We won't recall our men.
We won't accept Vymland's proposal.

B:10
I:9
C:7
A:3
D:1
E:1

B I C won.


>>661641
Yeap, thanks once again.

>>664883
Until they end their war with Björgen.

Writting
>>
>>665931
Ah, I wasn't aware of a contract specifying the stay. This changes things, we shouldn't break contracts.

No problem, just clarifying things.
>>
File: Forest invasion.jpg (181KB, 1024x576px)
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It's the last month of winter, days are slowly turning warmer.

Our maritime engineers have built 10 vessels in the last month, last month we've ordered them to keep building ships as our citizens keep cutting down build, 10 more ships are on it's way.
Another recruitment campaign has taking place in the kingdom, giving us 1.500 more troops, making our total armed men rise up to 10.610, of which 1600 are part of the mercenary company, and 1.000 are patroling the kingdom.

Our wizards keep researching new Hydromancy techniques, by now they're abla to manipulate medium sized water masses, as pools of water.

Vymland's troops have pushed into the forest northwest of Kirelia, a few skirmishes between the both kingdoms have taken place in that forest, Vymland's slowly pushing into Kireliam casualties are estimated to be around 3.000 men from Vymland, and 2.000 from Kirelia.

The scout we sent a few months ago southwards has returned, he discovered the elven kingdom of Eluria.

Vymland has sent most of his navy to intercept our trade route with Norland, sinking every ship with an Avarian flag that crossed their path, making our trade route with Norland impossible to sustain.

Vymland has mounted trebuchets on their side of the river, our walls are just in range of their weapons, and they've started sending waves of rocks to hit the fortifications on our side of the bridge.

Our mercenaries have been recently invloved in battle in Norland, about 200 of our men died.

>Vymland troops:
18.5K in the borders.
1.5K patrolling the kingdom.
Total: 20k
>Avarian Troops:
1.4k as mercenaries.
8k in the borders.
1k patrolling the kingdom.
Total:10.4K
>Kirelian Troops:
10k in the borders.
1k Patrolling their kingdom.
Total: 11K

>Our Navy:
5 Galleys.
35 Vessels.

>Vymland's Navy:
20 Galleys (10 blocking our trade route).
45 Vessels (20 bolcking our trade route).

The treasury has grown!: 5 GOLD (2 in stock, +1 from food surplus, +2 from taxes, +1 mercenary company -1 Army upkeep)

We have wood in our disposal.

What are this month's orders? (2 AP, 5 GOLD):

>A) Build more farms. (1AP 1GOLD)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>J)Build siege weapons (needs wood) (0.5AP 1GOLD)
>K)Give a new order to our army/navy(currently both are just in defensive stances) (Free)
>L) Write-in (1 Action Point).



Switched "Battleship" to "Galleys"
Current number of forces of our allies/enemies has been modified because of recruitment campaigns.
>>
File: Map upodated.jpg (706KB, 2013x1493px) Image search: [Google]
Map upodated.jpg
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((aaaand, the map.

Added relevant fortifications and armies))
>>
((Also, I'm not going to be able to be that much active in the next days.
Maybe 2 post per day, I hope more, but I'm not thinking on letting this die anytime soon.))
>>
>>665969
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
Build Galleys.
>F) Fund a militar research project. (1 AP) (3 GOLD)
Better ships
Right now we should focus on defense and wait for the perfect time to counter attack.
>>
>>665969
So it begins..

We must return volleys, we need siege weapons built at the bridge
>J)

We also will keep needing wood, so let's keep getting it
>C)

It appears our military is slightly understaffed.
We also must honour our defensive pact.
I say we send 2k troops to Kirelia to help, while we recruit 2 more batches to make up for that.
>I)
>I)

Soon we will need to improve our technology, so I ask the council to consider: in the near future, should we develop something land based (like some new siege engine, etc) or navy based?

(btw, QM. In that regard, what techs do we have, and other nations have?)
>>
>>665969
F,B and J.
We should research siege boats or something akin to that, we should use the lake to our advantage and destroy any coastal enemy fortification
>>
>>665969
>J
>I
>L
Have our spy network stir up every bandit, criminal, mercenary, and discontent peasant they can find.

As it stands i dont think we'll be able to outproduce vymland on the water at this stage. If we can cause enough trouble behind their lines we may be able to succeed in landing a decent force of men just south of the bridge in conjunction with a direct assault across it.
>>
>>665999

Well, I haven't though about a tech tree yet, but there isn't much difference between technologies for now, the only differences could be that Kirelians do not use crossbows (since in this area crossbows were invented by dwarves and only we and Vymland have been negotiating with them.)

On the other fields, like siege engines and ships, i've been thinking that every kingdom should have the ability to build trebuchets, siege rams, etc. but depending on how much they researched should benefit the weapon's effectivness, for example:

A siege ram stage 1 should roll a 1d100 and get atleast 80 to break open a gate, a stage 2 would break it rolling atleast 60, and so on.

It is just an idea, I don't like it that much but I'm still thinking about it.
>>
>>665969
>I
>J
>C
>I

>K (See below)

We should send both batches of new recruits and our siege weapons to the bridge to bolster numbers and help repair fortifications while giving us the ability to strike back at enemy siege engines. This frees up room for us to send 4000 fully equipped troops to the Kirelian Front to support their defense against the Vymlanders while maintaining parity of force and a strong defensive position at the bridge. We don't want this to be a one front war and without support the Kirelians will be overrun.
>>
>>665999
>>665969
I guess that's it then...
I support Engineer Ned's choices, but I would like to add that we must accept Norlands offer and beg their assistance at raiding Vymland at sea! We can not fight 20 galleys with 5, and distraction will be of much help, and fewer solders on the field means fewer dead!

I hope we can hold the bridge and eventually land on their shores, passing by their fortifications and attacking from two sides.

Oh, we already have the Wizards academy funded? I guess it's just my field of study that is so underfunded...
>>
>>665969
>L
Have our spy network report on the wherabouts of army supply lines, also have them start manipulating people to cause some chaos.

>K)Give a new order to our army/navy(currently both are just in defensive stances) (Free)

Shorten the amount of time it takes for boats to travel across water using water manipulation from 20 battle mages and unload men in Vyrmland, then unload a force of 300 cavalry (Cut down their equipment so that they are lighter and faster) to cut their supply lines.

>L
Send 600 swordsmen, 600 crossbowmen, and 200 cavalry to Kirellia as mercenaries.
>>
>>666061
K should say
Shorten the amount of time it takes for boats to travel across water using water manipulation from 20 battle mages and unload a force of 300 cavalry (Cut down their equipment so that they are lighter and faster) to cut their supply lines.

Did a lot of retyping to hash out the plan.
>>
>>666024
We can work with that. If you do think up a tech tree you can always ask for feedback here

>>666045
Norland interfering with Vymland might come in handy, if they indeed promise to raid their ships we may accept their proposal.
The wizards' guild has had its academy funded for some time now. They've been woring on hydromancy.

>>665969
>>665999
Can we send a small party to attempt to sabotage their siege engines?
I'm ok with dropping one of the recruitment drives to have the AP for it
>>
>>666075
I think we should aim to cut off their supply lines, we have boats and limited hydromancy, surely we can make the boats move faster and cripple their armies faster than Vyrmland can expect.
>>
>>666061
>>666075
>>666081

Umm...
Sorry your lordship, but...
Maybe it's just a bit too soon to land that many troops on the shore. I'm worried about what could happen to them without aid...
Or maybe the water magi are ready...

The spy network hopefully can do a lot for us I'm sure!
>>
>>666045
We don't need to accept Norlands offer.
>>
>>665984
Switching F with J.
>>
>>666085
Yeah, it is a risky plan, a desperate gamble, was probably underestimating our defensive line. Should wait for an advancement in our magic research before trying to weaponize it.

>>665999
Will go with this instead.
>>
>>666095
You need to get a name to get your vote counted. Anything works, but representing a group can be fun.
>>
>>666111
Thanks.
Let's see if this works.
>>
>>666130
I fucked up.
>>
So war it is.

I advise utilizing advantage that lake gives us. If we could land 3000-4000 troops in north-western forest, we could bypass the front and start pillaging the lands of Vymland, setting villages on fire and cutting supply lines.

In their kingdom is max 1.5k troops distributed unevenly. Practically no resistance.

It's pointless engaging their fortifications, sieges are hell that require a lot of supplies and stationary troops.

C) Cut wood
I) Recruit 1500 men
A) Build farms

We need food and material surplus to send to Karelians.

Also activate spy network to sow dissident/assasinate leadership of troops guarding Vymland.
>>
>>666181

>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>A) Build more farms. (1AP 1GOLD)

Reposting greentext for clarity.

((Btw, similar tactics was used in Polish-Teuton war that resulted in Grunwald battle in 1410. Teutons were heavily entrenched in their castles and heavy fortifications on water crossings, so Poles build floating bridge, avoided enemy troops and castles and began pillaging and burning lands of Grand Master of Teuton Order. So the guy when he saw that became furious, took his troops out of castle and began running after Poles. Then there's Grunwald where allied forces of Poles, Lithuanians and other guys battlet Teutons and rest is history))
>>
Marquess of Aruqes: AIC
Tactical genius matthew:CBJ
Duke Pennywyth: JCII (switched)
Healer Maiele:JCII
Engineer Ned:JCIL(sabotage)
Magister Kynes:JCII
Duke Cosca:JIL(sabotage)
Peasant Bystander:JFB

J:7
C:6
Ix2:3
L:2
B:2
A:1
F:1
Ix1:1

J C and Ix2 won

There seems to be some kind of consensus on sending backup to Kirelia, 2k will be sent to aid them.

Also the council has shown interest in sabotaging using our spies.



Writting.
I'm actually working on a tech tree. For now it's just a sketch (It's not finished yet, and I'll surely do a lot of changes) but it might be finished tomorrow, if anyone has ideas or techs to add in it feel free to tell me.

There'll be also a magical tech tree
>>
File: techtree.png (52KB, 3438x696px) Image search: [Google]
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>>667515
>>
>>667524
Instead of vessel perhaps Cog, say Carrack or Caravel as an upgrade from Galley. Though Galleys would still have advantages over them in coastal waters and the like.

https://en.wikipedia.org/wiki/Medieval_ships#High_Middle_Ages

Mind that mounted crossbowmen were a thing.

Also, perhaps instead of just heavy swordsmen could have it branch into sword and buckler men and zweihanders

https://en.wikipedia.org/wiki/Rodeleros
https://en.wikipedia.org/wiki/Zweih%C3%A4nder#Application

Of course, pike, halberd, sword&buckler, and zweihander all had their place rather than being straight improvements.

Maybe could even go into arquebusiers if you want to go full pike and shot, considering Dwarves and all.

https://en.wikipedia.org/wiki/Carroballista

possible upgrade for ballista.

Are civs restricted to humans, elves, and dwarves?
>>
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Spring's here, the landscape's slowly turning greener.

The vessels we entrusted to our engineers last month are finally done, making our navy stronger.
We decided to keep chopping down trees, this time to make our own trebuchets, which will be sent to the western front as soon as they're done, in order to fire back towards the enemy lines.

The sieging of our western walls has costed us the lives of 100 men, but on the other hand a huge recruitment campaign has taken place in the kingdom, this time adding 3.000 men to our forces, leaving our army with a total of 13.310 armed men, the last months notable recruitments has increased the army maintainance.

2.000 armed men have been sent to Kirelia through the lake to help them hold the line against Vymland invasors.

Our spies inform us that Vymland's also recruiting more soldiers, adding 1.000 men to their forces, and 10 more vessels. They also inform us that there are a few sabotaging opportunities, but they current forces only allows them to pick one, which should it be? (Free action) :

>1)Spreading propaganda against Vymland's rulers, try to manipulate the people, sowing dissidents and increasing chances of small riots.
>2)Ambush supply line, decreasing their troops morale.
>3)Assasinate high ranked officers, delaying their next recruitment campaign.

I'll roll a 1d100 for whichever gets picked,
>85 Critical Success, we get another free action next turn.
>60 Success.
<60 Failure (nothing happens).
<10 Spies die, spynetwork dismantled


Kirelia has managed to hold the line through last month, but another push from Vymland's inminent.

>Vymland troops:
19.5K in the borders.
1.5K patrolling the kingdom.
Total: 21k
>Avarian Troops:
1.4k as mercenaries.
8.9k in the borders.
2k in Kirelia
1k patrolling the kingdom.
Total:13.3K
>Kirelian Troops:
10k in the borders.
1k Patrolling their kingdom.
Total: 11K

>Our Navy:
5 Galleys.
45 Vessels.

>Vymland's Navy:
20 Galleys (10 blocking our trade route).
55 Vessels (20 bolcking our trade route).

The treasury has grown!: 3 GOLD (1 in stock, +1 from food surplus, +2 from taxes, +1 mercenary company -2 Army upkeep)

We have wood in our disposal.

What are this month's orders? (2 AP, 3 GOLD):

>A) Build more farms. (1AP 1GOLD)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>J)Build siege weapons (needs wood) (0.5AP 1GOLD)
>K)Give a new order to our army/navy(currently both are just in defensive stances) (Free)
>L) Write-in (1 Action Point).
>>
File: warupdate.jpg (707KB, 2025x1491px)
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>>667685
>>
>>667613
((Thanks, that's really usefull.
Actually I put "H. Swordsman" as a reminder to find something in that spot, it's just a quickly drawn base for the real tech tree.

Did you meant to ask if techs are restricted to civs? if so they're not restricted to anyone, but elves are probably going to tend more to magical technologies, and dwarves to militar technologies.
Humans would be more balanced.

Also I forgot to mention, Hydromancy research will be finished by next turn.))
>>
>>667685
>>1)Spreading propaganda against Vymland's rulers, try to manipulate the people, sowing dissidents and increasing chances of small riots.

>A) Build more farms. (1AP 1GOLD)
>L) Write-in (1 Action Point).
Since we were able to hire mercs earlier to destroy siege engines in Vymland, I would propose our spies hiring mercs to bolster peasant uprisings.

>>667711
Oh, no I was just wondering if there were any other civs out there.

You've heard of pike and shot, but what about pike and fireball? Just a thought councilmen.
>>
>>667804

I support Duke Cosca propositions. We should build more farms now to sow soon. With food surplus we might trade later in war for mercenaries or weapons from dwarves.

Also, how is your wife, Duke? Her beautiful embroidery is an object of jealousy in my residence.
>>
>>667953
>We should build more farms now to sow soon. With food surplus we might trade later in war for mercenaries or weapons from dwarves.

We'll benefit all around with having more land being worked, that is a certainty Marquess.

I thank you for asking, she is dedicated to her artistry as always. I can only hope she will do honor to the young king one day with her passion.
>>
>>667711
I support building farms
>A
Also i ask my fellow counsellors to reconsider norland proposition
>>
>>667685

Changing the minds of the populace will benefit our attempts at gaining their lands.
>1)

If we want to break this stalemate at the bridge, we will need to take action.
As has been sugested before, we should send troops to disembark southwest of the bridge, and attack them from behind.
>K)

We already have a food surplus, so I'm unsure if building more farms is a priority.
So, instead, I'll vote for developing a vessel with a siege engine.
>F) Develop siege vessel
(sounds familiar, but last time we didn't get to use them)

>D) Scout (Southeast)

>>667524
What is that giant square hiding?
>>
>>667685
>1. Spread propaganda

>Recruit more men
>Scout to the South East
>Hire mercs to bolster peasant uprisings in Vymland
>send troops to disembark southwest of the bridge, and attack them from behind
>>
>>668043
Seconded

If we can hold both ends of the bridge at the end of this war then we'll control a huge amount of naval trade and can levy a toll on passage in our out of our lake.
>>
I wonder how those 3 elven kingdoms differ from one another. Were they murdering each other 2000 years ago and settled to never contact each other again? Were they arriving in this continent in different ages? Maybe each one of them is based around different UFO and they are research colonies with different goals and monitoring different biomes? Maybe they split after collective intelligence that guides them decided to fork its functions and merge by the end of times for maximum experience and magic harvest?

I mean, we are helping elves but those might be satanic pagans that sacrifice and cannibalize each other every night to bait demons and later fuck them to death and lay elven legs in their still warm, sulfuric bodies.

I mean, they aren't human. Did we even see them bleed? What if instead of blood feathers and fur come out?
>>
I was counting votes and it seems most want to send troops southwest of the bridge, but question is, how many?.
>>
>>668438
I vote one half, with the other half assaulting across the bridge to catch them on two fronts.
>>
>>668438
I think maybe a bit more than half of the troops should cross the water, we can have fewer troops at the bridge...
>>
>>668438
About one half seems indeed appropriate. The ones left at the bridge have the equipment to deal with this situation.
Sending more runs the risk of them just trying to overrun the bridge fortification to press the advantage of numbers.
>>
>>668438

About half, like others said, so it's 4000.
>>
>>668684

regards, Marquess of Aruqes
>>
>>668438
Yes, 4 thousand raiders should be enough to stir some chaos
>>
Okay, 4000 men,

((writting))
>>
Dave the Bard:IDKL 1
Magister Kynes:IDKL 1
Engineer Ned: KDF 1
El Hermano: A
Duke Cosca:AL 1
Marquess of Ariques: AL 1
L:4
A:3
D:3
K:3
I:2

LAD and option 1 won.
>>
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>>667685

It is the second month of spring.

The exchange of trebuchet projectiles in the bridge continues, this time we've added a few trebuchets on our side, there has been a few damages on our walls but our engineers are working on fixing the small breaches.

Our spies have begun working on manipulating the common folks to turn against their rulers, for now there's only certain unrest in the people, yet no riots have taken place, our spies will work on changing that, we have sent the gold to hire mercenaries, we'll have news about it next month.

A scout has been dispatched southeast to explore new lands.

Our current food surplus has almost matched our food demands, so the council decided it is time to expand our farmlands.

While our four thousand men were preparing for the incursion to Vymland, our enemies kept pushing on the Kirelian front, making them fall back a regroup near the capital. (4k enemy casualties, 4.5k allied casualties).

Yet another recruitment campaign has taken place in Vymland, adding 1000 men to their lines.

Our men disembarked in the shores of the lake on Vymland's lands, finding little more than enemy militians a bunch of enemy soldiers, casualties are irrelevant for course of the war.

As soon as our general set foot on their lands, decided to start pushing up quickly to the bridge before Vymland's got any chance of regrouping.

In an coordinated push from the bridge and their rearguard, our army's trying to take the control of the bridge, numbers are almost equal, they're defending but we've almost surrounded them. (3 of you roll me a 1d100 to decide the outcome of different battle stages, I'll only take the first three rolls from different people, next turn will be posted after this)

>Vymland troops:
16.5K in the borders.
1.5K patrolling the kingdom.
Total: 17.5k

>Avarian Troops:
1.4k as mercenaries.
8.9k in the borders.
1k in Kirelia
1k patrolling the kingdom.
Total:12.3K

>Kirelian Troops:
6.5k in the borders.
1k Patrolling their kingdom.
Total: 7.5K

>Our Navy:
5 Galleys.
45 Vessels.

>Vymland's Navy:
20 Galleys (10 blocking our trade route).
55 Vessels (20 bolcking our trade route).
>>
Rolled 69 (1d100)

>>672072
Here goes nothing.
>>
Rolled 71 (1d100)

>>672072
For King and Country!
>>
Rolled 18 (1d100)

>>672072
Oh gods...
>>
Rolled 62 (1d100)

>>672072

Oh doge, plz...
>>
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>>672084
>>672094
>>672101

The enemies were struggling to defend their position as we attacked from both east and west, on the east side, our crossbowmen defended our infantry and siege rams as they crossed the bridge and started to ram against the wall's gate.
Meanwhile in the western side of the wall, our cavalry was charging against the undefended enemy camp, followed by both infantry and crossbowmen.(69=Success)

>Our casualties: 1.3K
>Enemy casualties: 1.9

Vymland's general attempted to get his troops together in some kind of arrowhead formation pointing southwards, but it was too late the battlefield was a mayhem and our man had already control of the gates, so they retreated north.(71=Success).

>Our casualties: 1.5k
>Enemy casualties: 2.6K

Our men followed the retreating men, right into a valley, where they were ambushed.
Our men quickly found themselves between two hills filled with mixture of enemy crossbowmen and longbows, which didn't doubted to kill our men as we fighted to go back to the bridge. (18 = Critical Failure).

>Our casualties: 1.8K
>Enemy casualties: 0.2

We're now on defensive positions, our men have mounted up their camps in the other side of the river, and are starting to build basic wooden fortifications in case of a counter strike.
Enemy forces are doing the same.

>End of battle report:
Avaria: 4.6K Casualties, 7.7K total remaining.
Vymland: 4.7K Casualties, 13.8K total remaining.

Counting soldiers added in this month's recruitment campaign on Vymland.
Also last turn spending was: 1 in mercs and 1 in farms



The treasury has grown!: 3 GOLD (1 in stock, +1 from food surplus, +2 from taxes, +1 mercenary company -2 Army upkeep)

We have wood in our disposal.

What are this month's orders? (2 AP, 3 GOLD):

>A)Give a new order to our army/navy(currently both are just in defensive stances) (Free)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>J)Build siege weapons (needs wood) (0.5AP 1GOLD)
>K) Write-in (1 Action Point).

Tech tree is not ready yet

>>668025
Actually, that square is there to write descriptions about certain technologies, but I think we won't need it
>>
>>672319
((also, next session will be tonight/tomorrow, got busy weekend :/))
>>
W-Well, at least we have the bridge...
>>
>>672319
We need to recruit more men to replace our losses.
>I)
>I)

Also, we should try to hamper enemy regrouping attempts, sending small parties to set fire to their camps.
>K) Send small parties to set enemy camps on fire, or in any way sabbotage them.
>>
>>672319
>>A)Give a new order to our army/navy(currently both are just in defensive stances) (Free)
The men and women under our command should press the attack. I don't know much about military matters, but the sooner this war ends the fewer need to die!

If we continue towards the capital, they will be forced to pull back troops at the Kirelian border, and then they will have a chance to break through and help us.

Or...
We could land more troops behind their lines in Kirelain and try to surprise and surround their army again while holding both sides of the bridge and the beach..

>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)

I wish we had more galleys and less vessels, we will never be able to take back the sea like this...
>>
>>672319
Our hydromancy is finished, yes?
If so for military activity
>A)Give a new order to our army/navy(currently both are just in defensive stances) (Free)
Bring some mages and soldiers, grab a load of diseased shit/lepers and flood towns with disease (especially towns along supply line routes).
>>
>>672319

Good news, but not as good as we would expect, we had too many casualities and their general is experienced.

Anyway, Aruqes family proposes:

>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)

x2 times. We need boatload of recruits to bolster our defences and man captured siege equipment.

>A)Give a new order to our army/navy(currently both are just in defensive stances) (Free)

This >>672369 , don't let Vymland army to settle a proper camp. It can be by expense of our own defenses on the recently taken positions because we can always fall back on our fortifications and set everything we captured on fire, also to have quick reinforcements from our own lands.

So most important:

1. Harass remains of Vymland army, prepare to crush them ASAP in another follow-up battle with all troops we can muster (next round?) (they should have only around 2k troops now vs our 5k or so

Btw, we should have captured their siege equipment, I propose to not move it, we don't have resources and time for that and it's unimportant now. We could always destroy siege equipment if enemy will want to recapture it.

>K) Write-in (1 Action Point): Send supplies to Kirelia via lake travel (WOOD and 1GP)

We have wood in our disposal, let's send it to Kirelia so they can build balistas, arrows and bolster defences around their capital alongside the paid workforce and supplementary materials. We NEED the capital not to fall and eventual siege of it to be prolonged.

Proposed strategy, part II:

2. Recruit as many people as possible. Recruits will bolster defenses on the other side of the bridge while rest of our troops, said 5k or so will go south to Kirelia.

3. Our troops in Kirelia: I propose land travel, so we could meet with the second part of the Kirelian forces that were stationed at the mountain pass and weren't engaged with Vymland army. We could pull the same we did at the Battle on the Bridge: attack from both sides.

Last note: propose to Kirelian generals to have defensive tactics, bait the Vymland army when we will slowly pull-back to capital walls and prepare for final showdown there.
>>
>I
>I
Its incredible that we have so many manpower. Blessed farms.

A) continue fighting, we now have much more soldiers than them on this front!
>>
>>673681
>>672319
We should keep pushing towards the capital.
I hope the battle goes well...

It's because of the greed of kings that so many must die. Althalos bless us so that we may see peace soon...
>>
>>673681
You know what, I'll just follow the Marquess' lead here. I second all actions.

Also waiting to hear about the hydromancy.
>>
>>675434

Wise Maiele, while I always have ear for your words and me and my family live by them day to day - in truth, before every of our war meeting I breathe in and stand in smoke from your burnt relaxation herbs - I'm afraid I have to disagree with you on war matters.

Going straight for the capital would overextend our supply lines, not to mention that we would find ourselves during siege in enemy territory.

While we can destroy the remains of the Vymland forces that were left after the Battle on the Bridge, we'd be left with too low of a number of soldiers to conquer their lands.

By the way, we must not overlook our internal matters too. While council reigns, people view us as temporary rulers. Queen isn't interfering now and is silent about the war, but we don't know what is her stance about the matter and what are her plans.

Maybe it would be wise to introduce young king to the matters of war and strategy? If we could interest him in it, we could put the responsibility for it on him in the case we start to lose the war or popularity with people.
>>
>>676159

((Actually, some questions: did King had any brothers or sisters? Is Queen from aristocracy of this kingdom or is foreign-born? Like, you know, is she from Kirelia or something? Does young king have some concerned uncle that is [s]butthurt that he isn't the king[/s] taking good care of him? What about the people of Avaria? Do they like the council or could they go full "gas the aristocracy, civil war now"? ))
>>
>>676159
>>673681
As i agree with most of your points o wise Marquess, doing last stand near elves capital is too dangerous in case we would lost.
I think that it would be better for something like this:
>Continue recruiting
>Beat rest of Vymland troops on bridge front
>put 2k troops on castle keep to defend, while still maintaining 1k militia

>rest of our troops should go and raid Vymland villages, They have enought troops to protect Capital behind walls, but not for some scattered villages. Also our agents are stirring revolt, wich could mean that if they will spot our army, they will simply change sides-nobody would want to die for king who wont protect them.

>With this, Vymland army on the south would be cut off the supplies, and with country in danger they will need to go back to protect capital. Trough forrest. With elves on their back.

And then will be time for the last battle, against weakened enemy, tired from marching under elves arrows, whitout food nor morale. Its even possible that they will surrender instead of making last stand after something like that
>>
((Can't belive I forgot posting this map (if any of you thinks there should be less men from Vymland in our borders, I clarified there was a recruitment campaign).

>>676274
The king has a seventeen years old sister that lives in court with him.
The queen is Avarian.
There are indeed 2 uncles from the King, one's got a merchant enterprise and the other is a general in the military, both of them have not a strong relation with the king, varely visiting him and his sister.
The common folks are pleased with the council, since in the past months we built roads, farms and ports improving our economy significaly.

Give me a sec to count and we'll get this goin'))
>>
File: warupdate.jpg (708KB, 2016x1492px)
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((and yet I did it again, must be a spell on me or something))
>>
>>676674
After seeing those numbers, am I glad I voted for double recruitment
>>
>>672369
Engineer Ned:Ix2 K1
Healer Maiele: IIx2
Duke Pennywyth: (voted only of army)
Marquess of Aruques: Ix2 K2
El Hermano:IIK2
Dave the Bard:K2

IIK2 won
((Before executing Marquess plan, I'd like you to take a look at the new map
(Also our mages can make a good use of Hydromancy, but It'll be formally finished by next month)))
>>
>>676557

Surely, this is sound tactic as well, let's give it a thought over new intel supplied by our spies and scouts: >>676674

A-are those maps really accurate? Are scouts r-really sure about the numbers? ...Gods, I overestimated our capabilities...I...I have lands near the bridge...
>>
>>676702
I think we need to be a threat, so as to make the southern front give up on attacking Kirelia. The kind of sabbotage I suggested allows us to be a nuisance with the number disadvantage, while we recruit further troops.
>>
>>676725
Indeed they are, atleast after Vymland's 2.000 new recruits joined their lines.

((If there are no changes in the battleplan, I'll start the next turn))
>>
>>676725
>>676674

A-anyway, I would still stand by my propositions. We have no choice but to engage and try to defeat the rest of the forces we battled recently. If we can't manage that, they can split and part of them defend further into their kingdom and rest reinforce Kirelian front.

Even if we are to be defeated in west, we will have new recruits that will man the bridge again.

Also I'd order to burn everything that Vymland build at their side of the river.
>>
>>676755

*bridge fortifications
>>
>>676755
I agree with marquess
>>
Also we are autosaging right now, need new thread. Time for work, gnight fellow counsellors
>>
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It's the third month of spring.

The new farmlands are ready already producing food for the people of Avaria, extending our food surplus.
The scout has yet not returned.
Our mages have finished they research, both Kirlian and Avarian mages have now the ability to control the art of Hydromancy.

We have made another double recruitment campaing, it is a crucial moment in the war, and we should be prepared for any upcoming battle.
(+3k troops), said troops have been sent to defend the fortifications in the bridge.
Approaching Kirelian territory through land seems impossible for now, first we must defeat the enemy army blocking our way.
Our men were ordered to burn everything of value on Vymland's territory, farmlands, small towns, and a few keep scatterd around the countryside, this action would clearly stop our propaganda efforts to put their people on our side.

We've sent supplies through the lake to Kirelian's capital, specially wood so they prepare catapults and trebuchets to increasing their defensive capabilities.
In the front lines, w've sent cavalry groups to harass the enemy lines in their weakest spots, after a few small incursions, the outcome of this operation was clearly in our favor:
>Our casualties: 200 (5.2K remaining in our border(including new recruits))
>Enemy casualties: 400 (4.1K remaining in our border).

Our general, the king's uncle himself, is leading our troops to end with the remains of Vymland's army west of the bridge, a total force of 5.200 men against their 4.100 men, it'll be tough fight.

On the Kirelian side, Vymland has not advanced this month, instead it seems they're sending some reinforcements northwards, but without weakening the Kirelian front too much.

((Same that last battle, roll me 3 "1d100" each to decided the battle outcome))
>>
((Let's finish this battle and start a new thread))
>>
Rolled 26 (1d100)

>>676917
>>
Rolled 78 (1d100)

>>676917
Rollin..
>>
Rolled 70 (1d100)

>>676917
Oh gods, I came in time to see what happens!
>>
Rolled 68 (1d100)

>>676917

Let us hope our strategy is better...
>>
>>676159
Thanks for your kind words your ladyship. There is a misunderstanding on my words, I just wanted to push forward to the west, not necessarily attack the capital in a month.

I don't know much about these military matters, I'm ready to support the Aruqes family in their advice of course. I read about your ancestors work in my studies...

>>676917

I'm glad we still have a notable income, it's what allows us to continue recruiting and equipping in these times of war. Vymland does not seem to be able to match our ability to pay for more troops.

My friends in the academy are very excited to use their new powers in peace time! I-It's amazing to watch! Maybe the rest of the magi will be inspired in their own experiments.
>>
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>>676949
It was a rainy day, the enemy army was in the crest of a hill, very well positioned.

>>676949 (Failure)
Out cavalry charged, followed by the infantry, the muddy hill plus the heavy armors made it difficult to our infantry to catch up with the cavalry which as soon as it reached the crest of the hill, was received by a row of pikemen.
The pikes digged into the horses body, sending the riders to the ground, were they were killed with knives and swords while trying to get up.
The enemy crossbowmen shoot projectiles down the hill to our men trying to get up the hill, after a few casualties, both armies were now together fighting in top of the hill.

>Our casualties: 1.2K
>Enemy casualties: 0.5

>>676979 (Success)
As soon as the infantry catched up, our skilled swordmen had to problem taking out the enemy pikemen, the cavalry regrouped and launched yet another charge, this time they went around the flank, reaching the enemy crossbowmen, and taking down the big majority of them.

>Our casualties: 1K
>Enemy casualties: 2.2

>>677179
After a few more minutes, our men were clearly domitating the battlefield, the enemy general ordered the retreat, our men chased the enemies and killed almost all of the, victory is ours.

>Our casualties: 0.4K
>Enemy casualties: 1K

End of battle report:
>Avaria: 2600 casualties, 2600 forces left.
>Vymland: 3700 casualties, 400 men retreated.

After the battle, the enemy survivors merged with the reinforcements sent from the Kirelian lands, but after our repetitive pushes into their lands, the enemy high-ranked officers decided that all troops on the Kirelian side must retreat, and so they were brought back to Vymland.

Our mercenries have returned from Norland! It seems the was in the north has reached it's end, our mercenaries were sent to the borders inmediatly. (+1.4k)

The treasury has grown!: 3 GOLD (1 in stock, +1 from food surplus, +2 from taxes, +1 mercenary company -2 Army upkeep)

What are this month's orders? (2 AP, 3 GOLD):

>A)Give a new order to our army/navy(currently both are just in defensive stances) (Free)
>B) Build ships (Needs wood) (0.5 AP) (1 GOLD)
>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>D) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>E) Send and emissary to negotiate with a nearby kingdom (which?) (0.5 Action Point)
>F) Fund a militar research project. (1 AP) (3 GOLD)
>G) Fund a magical research project. (1 AP) (3 GOLD)
>H) Fund a spynetwork in another realm. (Which?) (0.5 Action Point) (2 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>J)Build siege weapons (needs wood) (0.5AP 1GOLD)
>K) Write-in (1 Action Point).
>>
>>677410

((Next turn will be in a new thread.))
>>
>>677410
Good news at last...
I'm glad our friends from the elven kingdom did well enough.

Our brave men and women have been fighting tirelessly, but I think that maybe we have been rather lucky...
Maybe we should take a more safe approach? We patrol one of their two towns and have much of their land, and it's clear their Kingdom had already been struggling to pay and recruit for their war. Could we attempt to surround them rather than pushing again? The advantage will continue to grow in our favor...

Or maybe we could attack again and force them to the peninsula... Or maybe even retreat to the capital city...

I'll wait for the other councilors to decide.

>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>D) Send a scout to explore new lands (West) (0.5 Action points).

If only we had control of the sea, many of the magi speak of assaulting the port city with hydro magic...
It's strange that the blockades have been lifted, perhaps the boats are docked to save money?
>>
>>677410

Excellent news, with skill and Gods' blessing our troops and military leaders succeeded in pushing Vymland back.

>A)Give a new order to our army/navy(currently both are just in defensive stances) (Free)

>>677620

I agree with your words, we should drop the pace a bit with our eastern army. Let them sit for a month, heal wounds, gather supplies and prepare to be at the ready when the order to strike will come.

And it will come soon unless Vymland will watch their lands be conquered piece by piece. We will let southern army advance to the nearby city and occupy it and then move alongside the road.

This should provoke Vymland strategists. They will hurry via main road and when they do, we will order our rested army lead by King's uncle to move, so again, Vymlanders will have army at their front and in their back.

Our navy can't compete with Vymland, that's why it rested for the last months in port. We can give it orders though to secure our new mining colony and to protect iron convoys. We are quite lucky that Vymland was uninformed of our colony and didn't attack it.

>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)

x2 again. We are pushing it with our intensive recruitment, peasants can become unruly because of such recruitment, but we need those soldiers and our food surplus is quite great.

>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)

It will be helpful if Vymlanders will surprise us and push us back to the bridge defenses.
>>
>>677818
>>677620

>lifted blockades

You are right, Maiele, Wielder of Wand of Élan, Marrow of Avaria!

This is deeply troubling! Vymlanders might mass their fleet for attack!
>>
>>677839
I-I don't think there is much our people can do...
At least they won't land troops at our capital, surrounded as they are...
>>
>>677883

There are Kirelian and Avarian water mages though. Can't they help?
>>
>>677410
The lifting of the blockade is equal parts relieving and worrying..

I'll suggest a single recruitment this time, so as to not upset the population as much, and also saving a bit of gold, which we may later use for research (I have in mind the development of siege vessels).
>I) Recruit

And we'll need more wood to develop our navy, and we might do that soon, if we're to take Vymland's capital.
>C) Cut wood

We're still missing news from the scout sent southeast, but I'll say we use the remaining manpower to scout the Vymland coast further, we might soon need that information.
>D) Scout (West, along the coast)
>>
>>678125
We can certainly assist with the new magics if a port is attacked, but we have no way of preventing them from choosing their target...
>>
>>677410
The Vymlanders have retreated into their capital huh? We should take this chance and regroup, let our army set camp alongside the Kirelian forces, the men and women of our kingdoms need to work together as one when we attack!
>I) Recruit Twice
K) I'm not sure if this counts as an action but our general should communicate with the Kirelian one, if both armies act as one we will have more chances of winning this war.
>>
File: MagisterMilitium.jpg (41KB, 366x488px) Image search: [Google]
MagisterMilitium.jpg
41KB, 366x488px
>>677410
(mind if I join in?)

Hail fellow councilors! I have returned from the field, and I would say that, with luck, we might finally have these Vymlandian bastards on the run shortly!

However, we need more lads to be brought up. To this end, I'd suggest getting more men in uniform. 3,000 should do.

>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)
>I) Recruit 1500 men. (can be picked more than once). (0.5 AP) (1 GOLD)

After that, I would suggest we procure more strategic materials in the form of Wood:

>C) Cut more wood from the forest. (1 GOLD) (0.5 AP)
>>
>>678500

Backing this, if we link up our forces we should be able to finish the war promptly.

Hopefully we can capture a pretty decent naval force and their treasury.
Thread posts: 380
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