[3 / an / cgl / diy / gd / i / n / out / p / po / qst / s4s / t / trv / vip / vm / vmg / w / wg / wsr / ] [Settings]
Board
Settings Home
/qst/ - Mitsuba Archive


File: Border Princes.jpg (2601 KB, 2338x1500)
2601 KB
2601 KB .jpg
The Border Princes are one of the most chaotic and yet, one of the most profitable territories in the Old World. A prince can be someone who rules over a village not numbering more than 20 people, yet at the same time he can be someone who controls vast cities whose income can rival that of the great cities of the Empire. A prince can be overthrown one week, only to retake his position the very next. The area of Border Princes connects the Old World's numerous trade routes, which means that a valiant Imperial Knight, an exile from Araby, a daring Norscan who has the sheer gall to do so, can become a wealthy and powerful man indeed.

In this quest you shall be one of these brave, perhaps foolish, but certainly ambitious men. Staking their claim for the possibility of unification and creation of a new state and a new dynasty.

The rules are simple: 1d100 system, the higher the better, best out of 3 for the players. 1-5 is crit fail, 95-100 is crit success and they take precedent over the other rolls.

As implied in my name, this is my first time doing this, my knowledge on Warhammer fantasy is basic, so I welcome all suggestions and advice. And just to clarify, I've increased the scale of the population, cities, resources, ect. to make this more fun and interesting. Besides the occasional foreign invasion or a potential alliance, you guys do not need to worry about the happenings of the outside world.
>>
Who are you, brave soul, to stake your claim in these tumultuous lands ?

>A man of the Empire ?
>A Norscan reaver ?
>An Araby merchant ?
>A native of these treacherous lands ?
>A wondering Strigany ?
>A treacherous pirate rogue ?
>A descendant of the once great Myrmidian Empire ?
Please refer your votes to this post, there will be future votes to further expand on your backstory, and your initial starting forces, capital and connections.
>>
>>4958098
>>A descendant of the once great Myrmidian Empire ?
Can greatness return again ....
>>
>>4958098
>A treacherous pirate rogue ?
>>
>>4958098
>A native of these treacherous lands ?
NATIVES, RISE UP!
>>
>>4958097
>A kislevite drunkard?

Can’t be worse than always being threatened by Norscans and Chaos wastes right? X)
>>
>>4958117
Ah, I knew I forgot one.
But I suppose hordes of greenskin are a better alternative to chaos fuckery.
>>
>>4958098
>A descendant of the once great Myrmidian Empire ?
>>
>>4958098
>>A native of these treacherous lands ?
>>
>>4958098
>>A treacherous pirate rogue ?
>>
>>4958098
>A fugitive Tilean sorceress

>>4958118
You missed Bretonnians too
>>
>>4958098

>A native of these treacherous lands
>>
>>4958098
>A Norscan reaver ?
>>
>>4958098
>A fugitive Tilean sorceress
>>
Just to clarify, the Tilean sorceress counts towards Myrmidians
>>
>>4958098
>>A treacherous pirate rogue ?

>>4958213
Are you closing soon?
>>
>>4958216
In 10 mins
>>
>Myrmidians 4
>Pirate 3
>Native 3
>Kislev 1
>Norscan 1

You hail from the lands of Ancient Mymidia, when Tilea conquered Estalia...or Estalia conquered Tilea, but that matters not, for what truly matters is that you hails from:
>Tilea
>Estalia
And you were born as a:
>Son
>Daughter
To a:
>Minor nobleman (Military +1)
>A wealthy merchant (Wealth +1)
>A simple peasant (???)
>A world weary adventurer. (???)

Please link your replies to this post.
>>
>>4958237
>Tilea
>Son
>Minor nobleman (Military +1)
>>
>>4958237
>Tilea
>Daughter
>A wealthy merchant (Wealth +1)
>>
>>4958237
>Estalia
>Daughter
>A world weary adventurer. (???)
>>
>>4958237
>Tilea
>Son
>A simple peasant (???)
>>
>>4958237
>Tilea
>Daughter
>Minor nobleman (Military +1)
>>
>>4958237
>Tilea
>Son
>Minor nobleman (Military +1)
>>
>>4958237
>>Estalia
>Daughter
>Minor nobleman (Military +1)
>>
>>4958237
>Tilea
>Daughter
>A world weary adventurer. (???)
>>
>>4958237
>Son
>A world weary adventurer
>>
>>4958237
>Estalia
>Son
>A world weary adventurer. (???)
>>
>>4958237
>Estalia
>Daughter
>A world weary adventurer. (???)
>>
>>4958237
>>Tilea
>Son
>A simple peasant (???)
B
A
U
E
R

K
R
I
E
G
E
>>
>>4958237
>Estalia
>Son
>A world weary adventurer. (???)
>>
>>4958237
>>Tilea
>>Daughter
>A wealthy merchant (Wealth +1)
>>
>>4958237
>Daughter
>A world weary adventurer.
Tilea, Estalia what's the difference
>>
>>4958237
>Tilea
>Son
>A world weary adventurer. (???)
>>
>>4958237
>Tilea
>Daughter
>Minor nobleman (Military +1)
>>
>>4958237
>Tilea
>Son
>Minor nobleman (Military +1)
>>
>10 Tilea
>5 Estalia
>2 are pure Myrmidian sons

>9 Daughter
>8 Son

>8 Adventurer's child
>5 Nobleman's child
>2 Merchant's child
>2 Peasant's child

You were born as a daughter of a well travelled man, the embodiment of Tilean bravado and courage in his younger years. As time passed and he settled down and he raised you on his stories of heroism. While not particularly wealthy or powerful, your father was a well connected and respected man. Until he was outed from his position of import, due to political machinations outside of his control, in his latter years, he'd grown increasingly bitter and discontent with his lot.
Still, through all this your father thought you his trade of adventuring:
>As a mighty warrior, used to all kinds of
heavy armour and melee weapons.
>As a swift and deadly ranger, preferring being light of foot, outmaneuvering his foes and using his bow with deadly effect.
>As a leader of men, not too skilled in arms, but sharp in mind with the ability to lead men through the deepest hells.
>As a hedge-mage, using minor paltry tricks, but still powerful magics to most, to slay his foes and continuously attempt to avoid persecution.
>(Write in?)

And with that I am off to bed, next post will be in around 8 hours.
>>
>>4958237
>Estalia
>Son
>A simple peasant (???)
>>
>>4958325
>As a leader of men, not too skilled in arms, but sharp in mind with the ability to lead men through the deepest hells.
>>
>>4958325
>>As a hedge-mage, using minor paltry tricks, but still powerful magics to most, to slay his foes and continuously attempt to avoid persecution.
Sorcerer Prince let's go
>>
>>4958301
Something like this (not entirely accurate) :


Tilea

- Both love Myrmidia and their ancient empire roots. Rivalry with Estalia. Not united.
- Different types of governments (republic to a principality, or a oligarchy city state. Especially city states even small ones)
- Love of arts, culture and in full Renaissance
- More innovative - Economy efforts in their lands, and mercantile efforts across the world - Strong military culture albeit divide among every state for loyalty, then add mercenaries forces around. Less feudal. - Know skaven exist fights them defensively, and offensively if there is the opportunity.
- As the ruins of the huge city of Tylos in one of their regions, this region is barely under their control though and they are at costant war with the skaven there. This city is heavily implied to be the center of the ancient empire, is probably a dream to reconquer it for many.


Estalia

- Both love Myrmidia and their ancient empire roots. Rivalry with Tilea. Not united.
- Mostly Kingdoms
- More religious
- More traditional - Economy efforts in their lands, and colonial efforts across the world. Especially Lustria - Strong military culture albeit divide among every state for loyalty, then add mercenaries forces. More feudal, not like brettonia, but less than empire. - Know skaven exist fights them defensively, and offensively if there is the opportunity.
>>4958325
>>As a leader of men, not too skilled in arms, but sharp in mind with the ability to lead men through the deepest hells.
>>
>>4958325
>>As a swift and deadly ranger, preferring being light of foot, outmaneuvering his foes and using his bow with deadly effect.
when do we get guns?
>>
>>4958325
>>As a hedge-mage, using minor paltry tricks, but still powerful magics to most, to slay his foes and continuously attempt to avoid persecution.
>>
>>4958237
>Tilea
>Son
>Minor nobleman (Military +1)
>>
>>4958325
>As a leader of men, not too skilled in arms, but sharp in mind with the ability to lead men through the deepest hells.
>>
>>4958325
>>As a swift and deadly ranger, preferring being light of foot, outmaneuvering his foes and using his bow with deadly effect.
>>
>>4958325
>>As a hedge-mage, using minor paltry tricks, but still powerful magics to most, to slay his foes and continuously attempt to avoid persecution.
>>
>>4958325
>>As a leader of men, not too skilled in arms, but sharp in mind with the ability to lead men through the deepest hells.
>>
>4 Leader
>3 Mage
>2 Ranger

Your father was once a great tactician, leading his group of merry men through numerous close calls and deadly battles, he then later used his craft in service of the various minor polities of Tilea leading groups of men and giving his advice on leadership. These skills, due to his training, or simply due to the blood you share, passed onto you in full.
Now comes the question, why did you leave Tilea for the uncertainty of the Border Princes ?
>I was able to convince a Merchant Prince to finance an expedition into the Border Prince, in an attempt to secure the lucrative trade routes and undercut his competitors. (+2 Wealth, +1 Military, -1 Loyalty. You will have to report the progress of the operation to the Merchant Prince and you rely on his patronage)
>My father led a failed coup and I had no choice but to flee from Tilea with what men loyal to my father remained and with what we could carry on our backs (+2 Military, +1 Loyalty, -1 Wealth)
>I decided to abandon Tilea for the more “honest” border, to sell my service for whomever offered the best price (+3 Wealth. No starting military)
>Due to the kindness of my heart, I led an exodus of the poor, sickly and abandoned in search of a new place to call our own (+2 Loyalty, +1 Military, -1 Wealth)
>(Write in?) (???)

As always, please link your replies to this post.
>>
>>4958670
>>My father led a failed coup and I had no choice but to flee from Tilea with what men loyal to my father remained and with what we could carry on our backs (+2 Military, +1 Loyalty, -1 Wealth)
>>
>>4958670
>>My father led a failed coup and I had no choice but to flee from Tilea with what men loyal to my father remained and with what we could carry on our backs (+2 Military, +1 Loyalty, -1 Wealth)
>>
>>4958670
>Due to the kindness of my heart, I led an exodus of the poor, sickly and abandoned in search of a new place to call our own (+2 Loyalty, +1 Military, -1 Wealth)
>>
>>4958670
>>My father led a failed coup and I had no choice but to flee from Tilea with what men loyal to my father remained and with what we could carry on our backs (+2 Military, +1 Loyalty, -1 Wealth)
>>
>>4958670
>>Due to the kindness of my heart, I led an exodus of the poor, sickly and abandoned in search of a new place to call our own (+2 Loyalty, +1 Military, -1 Wealth)
>>
>>4958670
>>My father led a failed coup and I had no choice but to flee from Tilea with what men loyal to my father remained and with what we could carry on our backs (+2 Military, +1 Loyalty, -1 Wealth)
>>
File: Myrmidens.png (632 KB, 580x575)
632 KB
632 KB .png
>4 Coup
>2 Kind heart
Your father, wishing to restore his preeminent position within the polity planned a coup d’état, unfortunately, while his reputation and long storied history attracted followers, nothing could compare to the power of cold, hard cash. Your father was overwhelmed and killed in battle. His army broken, most fled and dispersed across Tilea, still a small group remained loyal to your father’s last wishes, in case of failure, that was to get you to safety. And so, you ran, with barely any time to take possessions of value, you went to the only place that would offer perhaps not safety, but certainly opportunity to a hunted exile.
You arrived with a small loyal force of men to the Principality of Myrmidens, the largest, wealthiest and most powerful of Border states, originally founded by Luccini settlers, since then it has grown to a proper state thanks to it’s sea access and control of maritime trade flowing from the Black Gulf and the border as a whole.
CURRENT STATS:
Military 2 (Used for military actions)
Loyalty 1 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth -1 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 0 (Used for diplomacy and intrigue)
Population 0 (Your future soldiers, current tax base)
(Stats are expended for large scale actions, for example, invading a nearby prince will cost 1 Military point, if stats stay negative for too long bad things will happen, though not campaign ending, they still can be dangerous, players personal actions can negate these loses)
CURRENT ISSUES:
While loyal, the men following you are still human, if they do not get paid soon, or are somehow placated, there is a chance that they will desert you.
You are unknown in the border, for good or for ill
You have no land to call your own, no peasants to tax, no place to store your goods or places for your soldiers to stay in.

>Some of the men recommend you try to contact your father’s old companions.
>Perhaps you could negotiate sea passage with a local captain to move faster and deeper into the border.
>You think that maybe it is best to simply march deeper into the Princes
>Try to get to know local powerholders, see if you can gain anything from them.
>(Write in?)

As always, please link your replies to this post.
>>
>>4958844
>Try to get to know local powerholders, see if you can gain anything from them.
>>
>>4958844
>>You think that maybe it is best to simply march deeper into the Princes
>>
>>4958844
>>You think that maybe it is best to simply march deeper into the Princes
>>
>>4958844
>>Some of the men recommend you try to contact your father’s old companions.
>>
>>4958844
>Some of the men recommend you try to contact your father’s old companions.
Seems better than asking for help from potential rivals or moving further into the unknown.
>>
>>4958844
>Some of the men recommend you try to contact your father’s old companions.
It's a good start.
>>
File: Hartwig Rudel.jpg (77 KB, 626x800)
77 KB
77 KB .jpg
>3 for old contacts
>2 March deeper
>1 Get to know locals

You decide to take your soldiers advice and see if you cannot contact some of your father’s old friends, after asking around in the city for a couple of days, you eventually meet a merchant serving under Prince Hartwig Rudel. The man originally hailing from the Empire served under your father and when they went their separate ways, he managed to carve out a realm to call his own. The merchant upon learning whose daughter you are, offers you a place to stay and hot food to fill your bellies, an offer which your poor economic state means you can’t refuse. It takes a good week for the messenger to arrive.
From the messenger’s tales, it seems Lord Rudel is quite heartbroken to learn of your father’s demise, he offers you a part in his retinue as a lady serving under him.
>Accept
>Politely decline
>Decline harshly
>Decline his offer, but request funding (+1 wealth)
>(Write in?)

As always, please link your replies to this post.
>>
>>4958975
>Decline his offer, but request funding (+1 wealth)
>Request trade contacts so we can establish a trade route when settle somewhere
>>
>>4958975
>>Decline his offer, but request funding (+1 wealth)
>>
>>4958975
>>Decline his offer, but request funding (+1 wealth)
>>(Write in?)
Still offer him our friendship, and promise to repay it later. And thank him regardless (he still fed us and all)
>>
>>4958975
Supporting this >>4959003
and >>4958990
>>
>>4958990
>>4959003
+1
>>
File: strongbox with gems.jpg (96 KB, 850x850)
96 KB
96 KB .jpg
You tell the messenger to send your thanks to Lord Rudel, and inform him that rather than serving in his retinue, you’d rather take out a small loan to fund you in establishing your own fiefdom, you also declare your friendly intentions and a desire to form a trade treaty with his princedom and your future territories.
The messenger takes all this in stride, clearly having expected your response as he presents you with a small strongbox laden with gems and best wishes with your endeavors. (+1 Wealth) (Now at 0).
With your monetary situation at least temporarily stable you can now consider your future actions.

>Perhaps you could negotiate sea passage with a local captain to move faster and deeper into the border.
>You think that maybe it is best to simply march deeper into the Princes
>Try to get to know local powerholders, see if you can gain anything from them.
>(Write in?)

As always, please link your replies to this post.
>>
>>4959080
>Try to get to know local powerholders, see if you can gain anything from them.
>>
>>4959080
>>Try to get to know local powerholders, see if you can gain anything from them.
>>
>>4959080
>>Try to get to know local powerholders, see if you can gain anything from them.
>>
>>4959080
>Try to get to know local powerholders, see if you can gain anything from them.
Now that we're stable, maybe we can consider forming good relations with one of the rival powers.
>>
>>4959080
>Try to get to know local powerholders, see if you can gain anything from them
Time to get our name out
>>
Meating powerholders it is

Please give me a 1d100 to see who is willing to entertain a commoner exile.

DC 50
+20 unknown in these lands
+10 commoner origins
-20 in with a prince
For a total of DC 60
>>
>>4959186
Meeting*
Though I suppose if you worshipped Khorne you could meat people as well.
>>
Rolled 52 (1d100)

>>4959186
Here goes nothing
>>
Rolled 30 (1d100)

>>4959186
Time to meat em all!
>>
Rolled 32 (1d100)

>>4959186
>>
>>4959192
>>4959193
>>4959196

Unsurprisingly, a stranger in a strange land is not all too welcome by polite society. The nobility outright refuses to meet you, though at least they do not imprison you for daring to try and talk to them. A few merchants are willing to converse and after learning about your relation with a border prince and your ambitions, are willing to extend a short term loan (Wealth +2) in exchange for mining rights within your new territory.

>Accept
>Decline
>Negotiate a better deal

afterwards:
>Perhaps you could negotiate sea passage with a local captain to move faster and deeper into the border.
>You think that maybe it is best to simply march deeper into the Princes
>(Write in?)

As always, please link your replies to this post.
>>
>>4959217
>Negotiate a better deal
Worth a try if nothing else
>You think that maybe it is best to simply march deeper into the Princes
>>
>>4959217
>>Negotiate a better deal
>You think that maybe it is best to simply march deeper into the Princes
>>
>>4959217
>Negotiate a better deal
>You think that maybe it is best to simply march deeper into the Princes
>>
>>4959217
>>Negotiate a better deal
>>4959217
>You think that maybe it is best to simply march deeper into the Princes
>>
Alrighty then, give me a roll to see how well you do.

Base DC 50
-5 adventurer origin
-10 in with a prince
+10 unknown in the border
+10 Merchant's cunning
-5 decent military
Total DC 50

If you look on the map, you start at the tip of the Black Peninsula, which leaves you with a few options.
>March alongside the Western coast
>March alongside the Eastern coast
>Move deeper through inland
>>
>>4959919
>>Move deeper through inland
>>
Rolled 88 (1d100)

>>4959919
k boss
>Move deeper through inland
>>
Rolled 91 (1d100)

>>4959919
>March alongside the Eastern coast
>>
Rolled 91 (1d100)

>>4959919
>>March alongside the Western coast
>>
>>4959919
>>Move deeper through inland
>>
File: Inland road.png (18 KB, 821x643)
18 KB
18 KB .png
Thanks to your father's origins, you've seen him haggle merchants down to a fraction of an items cost, a skill most appreciated with an adventurers uncertain income and need of high quality supplies. You recalled every single trick, flattery, lie, threat you've ever seen. You were able to negotiate with the merchant to grant you the loan (+2 Wealth) (Now at 2) for a 5 year period, not only that, in exchange for preferring his business over other in your new territories he promises to do his best when it comes to dealing with economical machinations and political issues (+1 Influence) (Now at 1).

With that matter dealt with, you go about securing the needed supplies for your march into the border. Deciding that inland travel is preferable (You don't need any attention from buccaneers or Norscan raiders), you set out with your retinue.
The trip itself is mostly uneventful, as not many are foolish to bother a bunch of heavily armed men. A couple of weeks of marching later however, you finally encounter a group not only foolish enough to attack armed men, but ecstatic in doing so. In front of you, on a small dirt road, seems to be a greenskin warband, busy for a moment fighting itself, or another warband, it is quite difficult to tell with the brutes. It seems they have not yet noticed you, but if you dabble for too long they most assuredly will. How will you deal with this situation ?
>There are woods to your west, though it'd be a pain to get your wagons through there, you think that you might be able to do so if enough strength is put into the effort.
>The hills to the East might be able to block the sight of the beasts, allowing you to sneak by unmolested.
>Damn the Orcs, you will simply smash through them.
>(Write in?)
>>
>>4960058
>The hills to the East might be able to block the sight of the beasts, allowing you to sneak by unmolested.
I HAVE THE HIGH GROUND.
>>
>>4960058
>>The hills to the East might be able to block the sight of the beasts, allowing you to sneak by unmolested.
We can always beat their ass from there
>>
>>4960058
>The hills to the East might be able to block the sight of the beasts, allowing you to sneak by unmolested.
>>
>>4960058
>>The hills to the East might be able to block the sight of the beasts, allowing you to sneak by unmolested.
>>
>>4960058
>The hills to the East might be able to block the sight of the beasts, allowing you to sneak by unmolested.
>>
>>4960058
>>The hills to the East might be able to block the sight of the beasts, allowing you to sneak by unmolested.
>>
>>4960058
>>The hills to the East might be able to block the sight of the beasts, allowing you to sneak by unmolested.
>>
Sneaking through the hills it is

You decide that wasting manpower this early in the journey would do far more harm than what little good would come from beating an orc warband. You command your troops and the wagons in tow to make towards the hills, hoping that the terrain will prevent the preoccupied orcs from noticing you.

Please give me rolls
Base DC50
+20 Not too sneaky
-10 Orc perception
-20 Busy havin' a gud foight
Total DC of 40
>>
Rolled 63 (1d100)

>>4960209
>>
Rolled 64 (1d100)

>>4960209
>>
Rolled 5 (1d100)

>>4960209
>>
>>4960285
Le sigh...a crit fail.
>>
>>4960315
i don't think so i mean it's not a nat one
>>
>>4960320
>The rules are simple: 1d100 system, the higher the better, best out of 3 for the players. 1-5 is crit fail, 95-100 is crit success and they take precedent over the other rolls.

Dems the rules. Also, writing.
>>
As the formation begins to move through the hills everything seems fine, until a creaking noise is heard, and suddenly one of the wheels for the wagon breaks, not only that, this appears to have happened at the worst time possible, as the horde, at least for the moment, had gone quiet. And then you hear it:
WWWHHHHHAAAAAAAAAAAGGGGGHHHHH
Looks like it will be a fight after all. You have only a couple of minutes before the greenskin reach you, best make use of that time wisely.
>Bring your wagons into a circle, hoping that the protection that they can offer will slow down the horde's charge.
>Form a line and prepare to meet the horde head on.
>Try to out run them.
>(Write in?)

As it currently stands, you have 2 unit of Pikemen and 1 unit of crossbowmen (100 men each)

Also, give me a roll to see if you can manouver your troops into whatever position you want.
Base DC50
+10 unprepared
-10 professional troops
-20 Genius tactician
Total DC 30
>>
Rolled 30 (1d100)

>>4960346
>>Form a line and prepare to meet the horde head on.
>>
Rolled 88 (1d100)

>>4960346
>>Form a line and prepare to meet the horde head on.

"Stand men ! Myrmidia watches over us, make sure she s not ashamed !"
>>
Rolled 26 (1d100)

>>4960346
2nd roll so we keep going
>>
Rolled 60 (1d100)

>>4960346
>>Form a line and prepare to meet the horde head on.
>>
With practiced orders given, and men more than used to hearing them, you wheel 300 men, out of scattered positions, to form a straight line, well as straight that such terrain would allow, just as the horde comes in sight. Your crossbowmen loose their bolts and your pikemen prepare to take the charge.

Two rolls please, first one for crossbow volley, second for pikemen.

Base DC50
-10 professional troops
-20 reckless enemy
-10 No enemy counter fire
Total DC 10

Base DC50
-10 professional troops
-10 Pike formation
+10 Orkish brutality
+20 Overwhelming numbers
Total DC60
>>
Rolled 74, 50 = 124 (2d100)

>>4960452
pls no critfail
>>
Rolled 91, 73 = 164 (2d100)

>>4960452
>>
Rolled 10, 79 = 89 (2d100)

>>4960452
Rollan
>>
The crossbowmen earn their keep this day, as bolts sail through the skies accurately impacting the charging orks, eyes are pierced through resulting in instant death. Some bolts slam straight into legs of these accursed creatures, pinning them screaming to the ground, only for those screams to turn into gurgles of pain as nothing but bloody, messy heaps remain of them as their comrades simply charge over them, unperturbed by the vast loss of life.
Red blood of the brutes stains the pikes of your men, as they simply throw themselves upon them, your lines begin to bend, as even through all that carnage, spilled guts and literal liters of blood flowing down the hills, the orks keep pushing, yet the formation, ever precariously, holds.
That is until one bellow overpowers the rest, a hulking monstrosity, over 4 meters tall screams atop of it's lungs, giving breath to the orks to push on, and then to your horror, it charges, breaking and cutting apart the orks too slow to get out of the way. While the formation is holding, you do not know if they will be able to stop that, you have to think fast. How to stop it ?

>Order your crossbowmen to concentrate fire, momentarily leaving your pikemen without support.
>Have the last line of pikemen break off and rush the reinforce the place where you think the creature will impact.
>Ignore it, your men are more than capable of holding their own, besides, the monster will clear away his comrades before it can even impact.
>(Write in?)
>>
>>4960486
>Order your crossbowmen to concentrate fire, momentarily leaving your pikemen without support.

It'll take more than the time it takes for our men to fire and reload to break our formation, and if it doesn't we are doomed anyways.
>>
>>4960486
>Have the last line of pikemen break off and rush the reinforce the place where you think the creature will impact.
>>
>>4960486
>>Order your crossbowmen to concentrate fire, momentarily leaving your pikemen without support.
>>
>>4960486
>>Order your crossbowmen to concentrate fire, momentarily leaving your pikemen without support.

Pray for Myrmidia and fight like lions
>>
>>4960486
>Order your crossbowmen to concentrate fire, momentarily leaving your pikemen without support.
>>
The crossbowmen loose the volley as ordered, bolts sailing through the skies, straight at the Orkish warlord.

While this is happening, the other orks are propelled forward by their leader, further digging into your lines.

Two rolls again, first for crossbows, then pikes.

Base DC50
-10 large target
-10 professional troops
-20 reckless enemy
-10 No enemy counter fire
+10 Fast moving target
+20 Slabs of metal, classified as "armour"
Total DC 30

Base DC 50
-10 professional troops
-10 Pike formation
+10 Orkish brutality
+10 Superior numbers
+10 Orks ar' da biggest an' da strongest
Total DC 60
>>
Rolled 26, 61 = 87 (2d100)

>>4961227
>>
Rolled 96, 46 = 142 (2d100)

>>4961227
>>
Rolled 77, 34 = 111 (2d100)

>>4961227
>>
The orks willingness to do battle, their superior strength and stamina begin to show as the engagement goes on. Your men begin to slip, gaps in the line form, that the orks charge into ferociously as your men struggle to hold on. The ork warboss keeps bellowing his savage war cry, as bolts bounce off the slabs of metal that the greenskins consider armour. That is until, perhaps due to luck, perhaps due to the skill of your men or perhaps due to Myrmidias blessing itself, one of the bolts strikes true, nailing straight into an exposed weak spot in it's neck. The beasts cries are cut silent, as it begins to gurgle and choke on it's own blood. Seeing their champion falling, the rest of the orks begin scattering in a panic. The day is won.
>Chase those curs down ! Leave none alive !
>Tend to the wounded, try your best to reduce any preventable casualties.
>Pick through the remains of the orks, maybe they had at least something you'd consider valuable.
>(Write in?)
>>
>>4961383
>Chase those curs down ! Leave none alive !
first and then
>Pick through the remains of the orks, maybe they had at least something you'd consider valuable.
>>
>>4961383
>>Chase those curs down ! Leave none alive !
>>
>>4961383
>Tend to the wounded, try your best to reduce any preventable casualties.
They are expendable we are not
>>
>>4961383
>>Chase those curs down ! Leave none alive !

We will attempt to kill as many as we can.
But we aren t going to run miles for kill all. We have wounded to tend for.
When they are stable we loot the orks stuff/equipment

>>Tend to the wounded, try your best to reduce any preventable casualties.
>>
>>4961383
>>Tend to the wounded, try your best to reduce any preventable casualties.
>>
>>4961383
>Tend to the wounded, try your best to reduce any preventable casualties.
>Pick through the remains of the orks, maybe they had at least something you'd consider valuable.

These, in that order.
>>
Just want to clarify, that splitting between actions reduces their effectiveness.
>>
>>4961383
>>Tend to the wounded, try your best to reduce any preventable casualties.
We need our men more than anything
>>
>>4961383
>>Tend to the wounded, try your best to reduce any preventable casualties.

Need to keep our troops as best we can until we’re in a position to recruit more
>>
>>4961383
>>Tend to the wounded, try your best to reduce any preventable casualties.
>>Pick through the remains of the orks, maybe they had at least something you'd consider valuable.
>>
Alright, I am seeing that Tend to the wounded is the first action you guys want to take.

Base DC 50
-10 Well supplied
-10 Professional troops
+30 No physicians
Total DC 60
>>
>>4961463
Why? There is literally no reason why we can't do them sequentially.
>>
Rolled 25 (1d100)

>>4961518
>>
Rolled 51 (1d100)

>>4961518
>>
>>4961519
Since this is a game. And as stated previously, the more actions everyone agrees to take, the less efficient they are. 4 Guys only wanted to tend to the wounded, and 2 put those at the top. So that is the action being carried out.
>>
Rolled 38 (1d100)

>>4961518
>>
>>4961519
And I suppose if you want an in world explanation: the more men and the faster they are dedicated for digging out survivors from under the literal piles of corpses that weigh hundreds of kilograms, the more men you will be able to save. Same goes for loot, they are orks, unless you want scrap you need to dedicate large number of troops to search for crap, the longer it takes, the higher the chance someone unfriendly will be attracted to you, these are the border princes after all. The last thing you need is a group of beastmen coming over wondering where that smell and noise came from. I hope it makes sense and I am not trying to be antagonistic.
>>
Rolled 88 (1d100)

>>4961518
>>
>>4961520
>>4961521
>>4961527

You order your haggard soldiers to locate their wounded comrades and do their best to ensure their survival, your troops appreciate this gesture of prioritizing saving their lives (+1 Loyalty) (Now 2). The soldiery having seen their fair share of fighting are capable of administrating basic first aid, your wagons carry enough supplies and medicine to ensure that your troops can recover, however, those that are more badly wounded still end up passing away, as you do not posses any field medics capable of administrating needed operations to save their lives. The process takes hours, and the corpses of the dead start to reek under the heat of the summer sun, as if you needed more smellier orks.
Your current forces stand at 1 damaged unit of pikemen, 1 unit of pikemen and 1 unit of crossbow men (Unit damage goes like this Damaged (>50% of the unit is still alive, but not fully intact) Shattered (<50% of the unit is still alive, the unit is on it's last legs, it can still fight, but any serious engagement will see it annihilated). Should clarify that minor casualties do not affect units state, for example, if 5 out of 100 pikemen are dead, it is still counted as a healthy unit, since the loss is negligible.
>Pick through the corpses for anything of value.
>Scout your surroundings, you don't need anymore surprises.
>You are still within Myrmidens, close to it's border in fact, if such a large horde came to these lands, the Limetatoi guards should have held them off, as far as you can recall your fathers descriptions on how Myrmidens defends itself. Maybe you should see if you can locate the guardpost ?
>(Write in?)
>>
>>4961571
>>Pick through the corpses for anything of value.
>>
>>4961571
>>Pick through the corpses for anything of value.
>>
>>4961571
>Pick through the corpses for anything of value.
>>
>>4961571
>>You are still within Myrmidens, close to it's border in fact, if such a large horde came to these lands, the Limetatoi guards should have held them off, as far as you can recall your fathers descriptions on how Myrmidens defends itself. Maybe you should see if you can locate the guardpost ?
>>
>>4961571
>Pick through the corpses for anything of value.
>>
Picking through corpses it is

Just as simple 1d100 three times to see what random assorted shit is of value (Pre-placed loot is guaranteed, even in the occasion of crit fail)
>>
Rolled 50 (1d100)

>>4961653
Let's get this loot!
>>
Rolled 35 (1d100)

>>4961653
LETS LOOT 'EM BOYS
>>
>>4961571
>Scout your surroundings, you don't need anymore surprises.

>>4961524
Okay, but this is a quest. Much like how people desire to take actions in TTRPGs that aren't possible in video games or covered by the rules people in quests often don't like "gamey" (like how in some board games you can't move diagonally because technically you'd get extra movement) or arbitrary explanations for why they are suffering a mechanic penalty or why they can't do something because the QM decided it was in the interests of balance.

My contention more has to do with the specifics of why we couldn't do them sequentially to maintain full effectiveness especially if we chose to save lives first, then get loot. (after all the loot isn't moving or degrading by just sitting there) If we suffer consequences for the extra time spent sitting around near a battlefield, then that is another thing entirely and completely fair in my books.

Also, I take no issue with which vote won, just the "splitting your actions makes you less effective" thing but I'm fine if it makes sense in context.

Though...

>>4961529
...This more than covers an adequate explanation, though I would think a poor roll would just affect if something stumbled upon us and not how much loot was available.

Don't worry about it, you weren't hostile and you are the QM, this is your quest and your rules, what you say goes. It is preferable to have a QM who can put their foot down and just say "this is how I wanna do things" than to have a spineless QM.
>>
Rolled 43 (1d100)

>>4961653
Looting!

Hopefully I won't miss this vote like the last.
>>
>>4961664
I am trying to avoid issues I've seen other QMs running into (Specially fallout) where the players just pick all options, that is why I wish to limit them from the start, my idea of solving, you can only do one thing efficiently, is getting companions, each companion, provided he has the needed resources, can do one action alongside the PC. And I do get where you are coming from, one of the things that attracted me to TTRPGs is the fact that unlike video games, things can happen not according to script, you can go outside of your boundaries. I wish to maintain that with this quest, yet at the same time I want to avoid the issues that I've noticed in other quests. All in all, this is the first time I am doing this, so I myself am still figuring out what the rules should be.
>>
>>4961657
>>4961661
>>4961667

After you insured that those that could be saved were, you decide to see if there is anything of worth that the orks had to make this lost of life at least somewhat worth it. The men set out prodding and looking across the battlefield, as you would expect they find mainly crude metal hammered vaguely into the shapes of weapons and armours, hardly classified as scrap...that and teeth...for some reason, that you think your father told you about, but for the life of you, you cannot recall, some barbarian superstition most likely. Still, some of the smaller orks, goblins, you recall, had the good decency of collecting shiny things, some of whom actually appear to have some worth (+1 Wealth) (Now at 3). Still, most shocking of all, you find something that must've caused the orks to brawl in the first place, a massive two-handed sword, from how it looks, you think that only the strongest of men could possibly lift it, a far cry from your own form. The blade appears to be made of darkened metal glistening in the summer sun, you do not see any dents, cracks or chips on the blade. The handle is tightly bound by high quality leather, you are not certain what kind, but it is comfortable to the touch. Strangest of all is the blade's pummel, on it appears to be engraved a dwarfs face, that would explain the blade's quality, but the face appears to be wrong, from the sketches you've seen in your childhood, braided hair, a large hat, you'd assume that to simply be a difference in the various dwarf cultures, just like how Estalia pathetically mimics Tilea in it's greatness as the founder of the Myrmidian Empire. Still, the two sharp teeth sticking out point to a different origin. Despite all this, the blade is immaculately made, if you find someone strong enough to use it, or rich enough to put it on display, you are certain that you will earn a pretty penny. (Item got: Black super-heavy great sword)

>Just move through the border, leaving Myrmidia, for now.
>Scout your surroundings, you don't need anymore surprises.
>You are still within Myrmidens, close to it's border in fact, if such a large horde came to these lands, the Limetatoi guards should have held them off, as far as you can recall your fathers descriptions on how Myrmidens defends itself. Maybe you should see if you can locate the guardpost ?
>Try to locate the scattered orks, you might as well finish what you started.
>(Write in?)
>>
>>4961700
Ensured*, fuck.
>>
Me excuse is the fact that English is not my native language.
>>
>>4961700
>You are still within Myrmidens, close to it's border in fact, if such a large horde came to these lands, the Limetatoi guards should have held them off, as far as you can recall your fathers descriptions on how Myrmidens defends itself. Maybe you should see if you can locate the guardpost ?
>>
>>4961700
>>You are still within Myrmidens, close to it's border in fact, if such a large horde came to these lands, the Limetatoi guards should have held them off, as far as you can recall your fathers descriptions on how Myrmidens defends itself. Maybe you should see if you can locate the guardpost ?
>>
>>4961700
>>You are still within Myrmidens, close to it's border in fact, if such a large horde came to these lands, the Limetatoi guards should have held them off, as far as you can recall your fathers descriptions on how Myrmidens defends itself. Maybe you should see if you can locate the guardpost ?

>>4961706
It's obvious but your writing is quite decent.
>>
>>4961700
>Scout your surroundings, you don't need anymore surprises.

Lets not wander blindly and risk stumbling upon an army.

>>4961679
Well, I haven't read fallout quest or know who fallout QM is, so I can't comment on that.

However I do have some thoughts on the issue you bring up.

One is that I think that "picking all the options" is an issue of not properly distinguishing your options and making them mutually exclusive and making that make sense within the story. I'll give an example later.

Another thing is knowing what time to stop to make your story post and let anons choose from prompts. Just as an example we can use >>4961383 arguably you could've just kept writing to get to a more interesting choice and simply wrote the equivalent of "some of our men exploit their retreat and conduct a pursuit while some of the more tired men tend to the wounded and then we loot the battlefield afterwards", now you did have a decent explanation of why there would be penalties for "doing everything", so it is fine but this is just an example.

The classic example of the thing I'm talking about above that is probably even in those "new QM" guides in qtg is the QM writes "Okay, you wake up to a nice morning. Your prompts are -eat breakfast, -brush your teeth first -put on clothes, etc, etc". These aren't meaningfully interesting or mutually exclusive options and the QM should've just kept writing and included you doing all of that and wait to let the anons choose from a story choice once the QM had written to a point where there were interesting choices to be made.

Now for the example I promised earlier. Lets say hypothetically that there is a military brief and you give prompts for players to ask questions like -ask about logistics, - ask about what intel we know, (and each intel topic is a separate prompt) ask about our troops morale, ask about a specific tactic, etc, etc. Players have no reason to just not ask everything, the QM should've just written out the answers to all the questions and given a choice about something else like the way the players wanted to conduct the upcoming battle or something.

The exception to the above example is if the QM is limited by time, their writing speed or skill, their preferred granularity in regards to how often they give players choices and what they want the players to make choices about, or any number of other things, but the point is if YOU the QM don't want to write a huge wall of text to all the prompts or don't want them to pick "all the choices" for arbitrary meta reasons like you aren't comfortable with writing that much per choice, then that is perfectly fine and you should just tell players that you don't want to write that much and that they have to pick only one.
>>
>>4961809
Fair enough, I will endevour to be more descriptive, as I do tend to make leaps of logic, the reason why I gave the mutually exclusive choices right there and then was because you only have less than 300 men, all of whom are tired or wounded to a larger or smaller extent. If I mentioned that I think it would have been far better, so I will keep that in mind. Hopefully the prompt is better, but even now I see scouting being as an issue, but a logical thing to include, as it will split up your forces, even though most people will do that. So I think I will make those prompts and allow multi choice if it makes sense like it is in that regard, again, have a bit to chew over.
>>
Also, I would like everyone's input, do you guys want actual dialogue ? Full on conversations with choices how to respond, more fleshed out than "accept" or "decline". I've been hesitant since it would slow down the overall pace on how fast things are going.
>>
>>4961908
I think for certain major characters that may be nice, yeah.
>>
>>4961908
Yes. I also think we should have a name.
>>
>>4961938
That will be brought up alongside the founding of your polity. Since you can take up a royal name, I held on about that. Also, 2.5 hours passed since the prompt so I am writing.
>>
Now Limetatoi border guards are not the best equipped or trained, or disciplined, or skilled, or all really that useful fighting men, but they have border fortifications and more than enough manpower to last them in case of an attack, they should be capable of dying slowly enough to send word for help. But yet here you are, in the middle of a bloody battlefield behind said border. You suppose that investigating the location of a nearby border outpost wouldn’t be the worst idea possible, based on your knowledge of warfare, locating a border fort is relatively simple, all you have to do is – look for a main way for an invading army to march deeper and a defensible enough area on which a fort could be built to overlook said invasion tunnel.
Upon orders the formation begins to move onwards, looking for the areas you described and it does not take you long to find one. The “fort” as you would hardly describe it appears to be a simple circle of wooden logs set upon raised earth. It is set upon a wooded hill overlooking the road that you had been travelling down. A defensible enough fortification, were it not for the fact that most of these logs appear to be rotting and out of commission. The former gates leading into the fortress appear to have fallen off their rusted hinges. Inside the fort you find old and falling apart tents, former housing for the troopers no doubt. You do notice however, no cooking utensils, no sleeping bags, no left behind bags. The only other thing left behind are the vast quantities of footprints leading off to the East.
>Follow the footprints with (all your soldiers) (a small detachment) (you yourself)
>Set up camp within the fort, your men could use some rest. (You can follow the footprints and leave some troops here if you pick yourself or the detachment)
>Alternately, you could set camp upon the open road, after a few more hours of travel (Same as above)
>Just keep marching deeper, whatever is happening here is not your problem to deal with.

Last post for today, hopefully more descriptive and more interesting choices.
>>
>>4961969
>Set up camp within the fort, your men could use some rest. (You can follow the footprints and leave some troops here if you pick yourself or the detachment)
Leave the injured to recover and take the healthy. This quest could pay well if things work out, and get us well-connected within the region.
>>
>>4961980
good idea
>>
>>4961837
qm im loving the quest ignore any whining pls
>>
>>4961969
>>Set up camp within the fort, your men could use some rest. (You can follow the footprints and leave some troops here if you pick yourself or the detachment)
we are here to colonize no? make this our holding. rest now, in time we can reinforce, expand, and exterminate any greenskin presence.

and send out a small detachment to scout
>>
>>4961969
>>Set up camp within the fort, your men could use some rest. (You can follow the footprints and leave some troops here if you pick yourself or the detachment)
>>
>>4961908
I think for major characters yes or any close personal relationships like advisors, close friends, lovers or any spouse. Maybe sometimes for some people we negotiate with, as their true intentions may be more organically implied through dialogue.

Otherwise many things can simply be summarized as "you discussed this with your officers" or "the night continued on as you chatted about various things until dawn" or summing up what the conclusion of any discussion was if the precise dialogue wasn't important but the general information in it was. This is a totally normal part of writing, professional writers do it too, it isn't like they write everything a character says.

>>4961969
Supporting this >>4961980
>>
>>4961969
>>4961980
support
>>
Your one damaged pikemen formation begins setting up camp in the abandoned border fort. While the other formation alongside your crossbowmen start to march eastward in search of the presumed border garrison. The footprints lead you you down a small winding road the is only visible thanks to the pressed to the ground grass, clearly indicating that someone was here recently. The march continues on until dusk. You find yourself in a middle of a small valley, with a small river running to your right, further beyond that and to your left the terrain becomes far more hilly. As you are considering setting up camp, you can vaguely make out noises to the left, a small scouting party is sent to investigate and they report that a group of around 200 poorly armed, but uniformed men are currently actively engaging against a formation of 50 heavy cavalry. The mounted troops are not wearing any uniforms, but they are flying a banner depicting a golden horseman with a lance set into black background, while the infantry's uniforms are - upper right quarter is red, alongside the left bottom quarter, while the upper left quarter along side lower right quarter seems to be green. The cavalrymen appear to have the upper hand as they slam into the infantry smashing through with ease, leaving a bloody mess behind them of hacked off limbs, deformed bodies of trampled men and the pained screams and moans of those unlucky enough to have survived the charge. If things continue to go that way, although suffering casualties, the heavy cavalry will annihilate the poor infantry.
>Move in to help the infantry
>Help the cavalry
>Let them fight it out and then figure out who is who, as you doubt that they will be all too willing to converse at the moment.
>Let them fight it out, then finish off the victor, those are some mighty fine horses and armour there.
>(Write in?)
>>
>>4962854
i don't know enough about fantasy to know who's fighting
>>
>>4962854
>>Let them fight it out and then figure out who is who, as you doubt that they will be all too willing to converse at the moment.
We don't have a horse in this race, so let's just play it safe.
>>
>>4962868
Don't worry, if your ch knew I would write it down, not to mention that Border Princes themselves don't really have all that much lore about them. So feel safe, these are powers of the region of the borders, nothing outside of them. At least for now.
>>
>>4962854
>Let them fight it out, then finish off the victor, those are some mighty fine horses and armour there.

May as well get something out of this.

If we wanted to talk or gain something non material outta this then we should pick a side to gain favour with one side or try and figure out who the outpost guards are and help them so we can report the orks being past their borders.
>>
>>4962870
let's do that
>>
>>4962854
>>Let them fight it out, then finish off the victor, those are some mighty fine horses and armour there.
>>
>>4962854
>>Let them fight it out and then figure out who is who, as you doubt that they will be all too willing to converse at the moment.
>>
>>4962854
>>Let them fight it out and then figure out who is who, as you doubt that they will be all too willing to converse at the moment.
>>
>>4962854
>>Let them fight it out, then finish off the victor, those are some mighty fine horses and armour there.
>>
>figure out who is who 4
>finish off the victor 3

Caution is advisable in an unknown situation, as you father used to say. You decide to hold your troops back, clearly positioned in a defensible position and visible to both sides. Your troops form a proper formation, with the pikemen up front, followed by the crossbowmen in a raised position with clear lines of fire.
It only takes another 5 minutes for the infantrymen to rout, unable to withstand the pressure of being run down like dogs by heavily armed men atop of heavily armed horses.
The survivors are easily cut down by the horsemen, as they scream for mercy and beg for their lives, only to be mutilated by the horsemen.
A group of about a 100 men decide to take the risk and run towards your lines of pikemen, the only possible protection from the viscous cavalry.
>Cut them down as they impact upon the pikes, finishing them off once and for all.
>Let your crossbowmen loose, hopefully making the survivors reconsider their options.
>Allow them to hide behind your pikemen.
>(Write in?)

Finishing off the survivors will not require a roll, they are no longer a fighting force.
>>
>>4963003
>>(Write in?)
ask them who they fucking are and who the mounted fuckheads are
>>
>>4963007
Supporting
>>
>>4963003
Supporting >>4963007
>>
>>4963007
support
>>
Okay then, please give me 1d100. Let us see if the panicked men are able to answer you coherently.
>>
Rolled 85 (1d100)

>>4963066
>>
Rolled 46 (1d100)

>>4963066
>>
Rolled 5 (1d100)

>>4963066
Oh dear, here we go
>>
>>4963108
>>4963109
>>4963131

You shout out a demand, with a practiced bellow, thank Myrmidia your father really forced you to shout till you had a sore throat, a commander must be heard, he always said, make her do that again and I will hit you with the pan, your mother would retort.

"WHO THE FUCK ARE YOU ?! AND WHO ARE THOSE MOUNTED FUCKHEADS ?!"

One of the men at the front, you notice his clothing looking cleaner than most, responds.

"WE ARE THE LIMETATOI OF LORD ACILIO, HELP US AGAINST THESE SPIZZIRRI BASTARDS AND OUR LORD WILL REWARD YOU HANDSOMELY !"

>Help them
>Refuse and command them to move away from you
>Refuse and cut them down
>(Write in?)
>>
>>4963155
>Demand both sides stand down and identify who is who and what the situation is before you take a side, if they attack us we'll fucking kill every single one of them.
>>
>>4963183
This fuck these cunts. They could both be chaos cultists for all we know.
>>
>>4963183
not a bad idea
>>
>>4963155
>(Write in) take the infantry prisoner to save their lives. proceed to negotiate with the mounted warriors.

We have military power which means we have negotiation power. If they dont like it well give a hail of bolts to the first party that ends "discussion". Now I want to take this opportunity to get to the bottom of this. Thread carefully into new lands.
>>
>>4963155
>>4963187
We can include this as a measure to ease the immediate need for conflict so the mounted folks don't think we are helping the infantry per say, the problem is that it may raise tensions with the infantry even though they are desperate, because...well...we are demanding to take them prisoner.

It all depends if anons want to include this.
>>
>>4963155
>>Refuse and cut them down
Kill them and get their stuff. simple as
>>
>>4963155
>
>>
>>4963212
Id day let us roll for effect
>>
>>4963155
>>Refuse and cut them down
>>
>>4963920
>>4963455
jesus fuck could you lot NOT act like norscans or orks, we are CIVILIZED for fuck's sake
>>
>>4963187
Supporting
>>
>>4963183
>>4963185
>>4963186
>>4963187
>>4963939

For talking and possible taking of prisoners.

>>4963455
>>4963920

For killing the infantry

Alrighty then.
You guys want for both sides to calm their tits down.

Base DC50
-20 Superior forces
+10 No banner
+20 Within Myrmidens borders
Total DC 60

If you want to try and take the infantry as prisoners, please give me this extra roll.

Base DC50
-20 Superior forces
+20 No banner
+20 Within Myrmidens borders
-30 Only hope
Total DC 40
>>
Rolled 55, 72 = 127 (2d100)

>>4963952
>>
Rolled 1 (1d100)

>>4963952
>>
>>4963962
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA WHY DID I ROOOOOOOOOOOOOOOOOOOLL FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
i hate my luck
>>
Rolled 6, 15 = 21 (2d100)

>>4963952

>>4963962
A-ah...
>>
File: download (61).jpg (88 KB, 1920x1080)
88 KB
88 KB .jpg
>>4963962
>>
File: 1628783288169.png (17 KB, 910x698)
17 KB
17 KB .png
>>4963962
>>
>>4963978
>>4963980
>>4963966
I KNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
Does anyone want to make the final prisoner roll ? If not I shall begin writing in half an hour.
>>
>>4964000
I rolled, someone else please do
>>
Rolled 6 (1d100)

>>4963952
Last prisoner roll, I guess.
>>
>>4964018
Phew lad.
>>
As the desperate men rush your formation, you order your soldiers to lower their pikes.

"HALT ! YOU WILL DROP DOWN YOUR ARMS AND SURRENDER IF YOU DO SO, I WILL ENSURE YOUR SAFETY !"

The infantrymen hesitate, but given a choice between potential death of being stuck unarmed in the middle of your formation and the guaranteed death of the cavalry, that has just finished getting rid of the last of their comrades, the infantry disarm.

With quickly relayed orders, your formation splits open a path for the beleaguered men to rush into. They are now stuck, unarmed, behind your pikemen and in front of your crossbowmen, who have their crossbows raised and prepared, just in case.

As this happens, the cavalry close in to your position before a leading horseman, whose heavy armour is adorned by gold and jewels calls out.

"MERCENARIES, YOU CARRY NO BANNER AND SHOW NO ALLIANGENCE, STAND DOWN NOW OR I SHALL CONSIDER YOU HOSTILE TO HOUSE SPIZZIRRI !"

"I SIDE WITH NO ONE UNTIL I KNOW WHAT IS HAPPENING, YOU WILL ANSWER MY QUESTIONS OR MY MEN WILL CUT YOU DOWN LIKE DOGS, I HOLD THE ADVANTAGE HERE!"

Just as the heated exchange begins, it is just as quickly interrupted by the sound of horns being blown, and coming into view over the hills you spot formations of men. Based on your experience, you are able to quickly tally the banners, you'd reckon that there are around 300 men, just from the gleam on their armours, still visible in the dying light, you can only assume that those are heavy infantrymen, no doubt armed with longswords and shields, and behind those, you can make out crossbowmen, not too dissimilar to your own. Most worrying of all, are the banners they carry, depicting a golden horseman with a lance set into a black background, the exact same ones as the one being flown by the cavalrymen.

At this quick shift in the balance of power, the horseman shouts once more.

"SURRENDER THOSE KNAVES NOW MERCENARY, AND PUT YOUR WEAPONS DOWN !"

>You think that if you cut and run now, the only real threat capable of harassing your retreat are those cavalrymen, still, the potential damage that they might inflict, is outweighed by the damage you'd suffer you meet that formation head on.

>Stand your ground, you are still in an elevated position, and you outreach your enemy, if they try to dislodge you, it will cost them dearly.

>Accept the mans terms, hand over the prisoners and disarm.

>Accept the mans terms, hand over the prisoners, but do not disarm.

>(Write in?)
>>
>>4964036
>You think that if you cut and run now, the only real threat capable of harassing your retreat are those cavalrymen, still, the potential damage that they might inflict, is outweighed by the damage you'd suffer you meet that formation head on.

They aren't leaving without getting their demands as they have superior force and view themselves as in the right. We need to get back in contact with our injured men and form defenses.
>>
>>4964036
>>You think that if you cut and run now, the only real threat capable of harassing your retreat are those cavalrymen, still, the potential damage that they might inflict, is outweighed by the damage you'd suffer you meet that formation head on.
>>
>>4964036
>Accept the mans terms, hand over the prisoners, but do not disarm.
Attempt a parley and request safe passage.
>>
>>4964036
>Accept the mans terms, hand over the prisoners, but do not disarm.
Giving up your arms in one of the dumbest things a person can do.
>>
>>4964036
>Stand your ground, you are still in an elevated position, and you outreach your enemy, if they try to dislodge you, it will cost them dearly.
>>
>>4964036
>>You think that if you cut and run now, the only real threat capable of harassing your retreat are those cavalrymen, still, the potential damage that they might inflict, is outweighed by the damage you'd suffer you meet that formation head on.
Let's flee back to the fort.
>>
>>4964042
>>4964060
>>4964546

Cut and run

>>4964068
>>4964308

Accept terms and keep arms

>>4964315

Stand your ground


Okay, tactical withdrawal it is.

If you take prisoners with you

Base DC 50
-10 professionals
-20 further from the enemy
+20 disorganized mob
+10 Harassers
Total DC 50

If you do not take prisoners

Base DC 50
-10 professionals
-20 further from the enemy
+10 Harassers
Total DC 30

Please state which you are rolling, I will take the first 3 rolls regardless of choice, the majority rolls will decide if you take the prisoners with you or not.
>>
Rolled 98 (1d100)

>>4964927
Fuck it. Take the prisoners.
>>
Rolled 17 (1d100)

>>4964927
>>
Rolled 25 (1d100)

>>4964927
Take em
>>
A tactical withdrawal of perhaps the most difficult maneuver for a commander to ever carry out, ensuring that your retreat doesn't turn into a rout, keeping morale high and the army organized. It is at these moments that you are glad that instead of learning poetry, embroidery and sewing, you learnt of the old generals, instead of playing with dolls you played with small wooden figures atop of maps drawn by your father, game after game, scenario after scenario. And now you put that to good use.

You are able to to seamlessly integrate the prisoners into you formation. With half of your pikemen and crossbowmen covering the rear and half being the vanguard. You purposefully go in to difficult terrain and begin maneuvering erratically. These actions eventually pay off, as the heavy cavalry struggles to follow you and in order to compensate increase their pace of pursuit, which was the exact moment you were waiting for, you give the pre-prepared command. Your rear pikemen drop, allowing your prepared crossbow men to unleash and almost point blank volley of bolts into the cavalrymen, bolts specifically designed to punch through heavy armour.

Horsemen drop, their own lifeblood staining their armours, the steel that protected them, now being bent into their bodies tearing deep into their flesh. Men begin to scream, as they topple from their mounts, the unlucky one's that didn't die immediately are then dragged around in excruciating pain as their mounts spook and begin dragging their riders across the uneven ground, further prolonging their suffering. And those whose horses are hit instead of them are not in any better shape, their horses now dead, pinning them to the ground, crushing their legs, and caving in their chests, struggling for breath they also begin shouting for mercy. Unfortunately for them, their comrades seem unwilling to grant it as they wheel around and begin to retreat to a safe distance.

With this, you are sure that you were able to buy yourself time to prepare your defenses, if you want to face the enemy army that is.
>>
As you arrive at the old border fort you see that the men left behind had begun to dig in, the walls are still prone to falling apart at any moment, but at least they seem to have put the gates back into their place. Most of the old tents have been replaced by your new ones, fire pits are lit and the scent of warm food dominates the camp. Separate tents have also been set up specifically for the injured, where your soldiers can recover in peace from the rest of the more rowdy and hale soldiers.

As you settle back in to the camp, you order the man with whom you had "conversed" with earlier brought into your tent.

"My Lady, I am Giadero Bracci and I would like to express my thanks for bringing my men and I back to the safety of our (He seems to place emphasis on this) fort. Though unfortunately for you I suppose, I must inform you that with these actions you've made house Spizzirri your enemy. Since we have a common foe now, I would like to extend you the offer from earlier. Lord Acilio of house Ventrone is an honourable, just, righteous, generous, valiant, prestigious and great a man." He says with a smile. “If you agree to work with us, my men and I can rearm themselves and assist you in the upcoming battle.”

“We shall see about that” you retort “Now, tell me what is this whole situation about ?”

“Ah, yes, please excuse me for forgetting that you are new here, after all, you carry no banner. Where should I start, it began 3 generations ago. When House Spizzirri insulted the head of House Ventrone, naturally Lord Ventrone responded reasonably by burning a Spizzirri village, the Spizzirri responded by destroying Ventrone’s caravan, then Lord Ventrone in a personal duel killed Lord Spizzirri, then the new Lord Spizzirri burned Lord Ventrone alive in his castelo, then the new lord of house Spizzirri burnt the fields of house Ventrone and killed out labourers…”

And this goes on, and on, and on. As Giadero keeps talking and talking, at this point you feel a headache about to wash over you. Raising your hand, you dismiss him and realize, you just got yourself involved in generations long blood feud, it is almost like you never left Tilea.

>Agree to assist house Ventrone, in exchange of future payment and rewards. And hold here, preparing to face the enemy.

>Agree to assist house Ventrone, in exchange of future payment and rewards. And move from here. (Where?)

>Decline the offer, but hold here and see how the situation plays out.

>Decline the offer and depart from here.

>Kill the prisoners, try to see if you can’t negotiate with house Spizzirri

>(Write in?)
>>
then the new lord of house Ventrone burnt the fields of house Spizzirri and killed out labourers…”*

Jesus fuck pseudo Italian names are so confusing
>>
>>4965142
>>Agree to assist house Ventrone, in exchange of future payment and rewards. And hold here, preparing to face the enemy.
May as well make the most of our new alliance.
>>
>>4965142
>Agree to assist house Ventrone, in exchange of future payment and rewards. And hold here, preparing to face the enemy.

Nothing gained from being a fencesitter. All I wanted to know was who the fort belonged to anyways so we could tell them about the orks.
>>
>>4965315
>Giadero
You can infer from how Giadero emphasized **OUR** that the fort belonged to him.
Sorry if that wasn't clear.
>>
>>4965320
No, I understood. I'm saying now we know.
>>
>>4965325
Ah, fair enough.
>>
>>4965142
>Agree to assist house Ventrone, in exchange of future payment and rewards. And hold here, preparing to face the enemy.
>Start laying traps and preparing escape routes.
>>
>>4965370
support
>>
>>4965142
>Agree to assist house Ventrone, in exchange of future payment and rewards. And move from here. (Where?)
>Dear giadero, what can we expect as reward for further assisting you. We already have saved your life; how much is it worth?

Honestly lads, i dont feel like getting into a bloodfeud. Its good to have atleast some nobles friendly though
>>
>>4965211
>>4965315
>>4965370
>>4965507

Stay and fight

>>4965925

Move and fight

You decide that having an ally, even one involved in a blood feud, is worth the risk. You recall Giadero and inquire with him:

"Dear Giadero, what can we expect as reward for further assisting you ? We already have saved your life; how much is it worth ?"

"My Lord is a charitable man, he will compensate you most generously, if we beat the foe here, more likely than not he will ensure that you have the wealth and supplies needed for whatever you wish to do in these lands (Offer of +1 Wealth and +1 Military). Further assistance provided shall of course also be compensated, say, I even think if you are lucky My Lady, you might be even granted a noble title."

"Fine, we shall assist you. This "fort", despite it's condition, I can assume that you are familiar with the terrain ?"

"Why of course My Lady, now that we are on the same side, I can inform you that we left behind a hidden cache of weapons and shields, just incase we lose our previous equipment, we can quickly reequip, and when it comes concerning the fort and it's surroundings, well, it is true that our funding may have decreased as of late, but we made sure that the surroundings are prepared against foreign threats. We have caltrops to use against cavalry and we have shovels needed for the digging of small pits, we like to use them to allow a charging enemy to twist their ankles."

"Then I shall let you be Giadero, gather your weapons and start preparing traps, as your soldiers are the lightest equipped of all the troops we have, I'd like to request for them to act as scouts and warn us about enemies approach."

"It shall be done, My Lady." Giadero says before stepping outside and beginning to prepare for the defense of the fort.

While Giadero is busying yourself, you turn to one of you guards - "Begin searching for suitable retreat routes, and make sure our men are prepared to retreat at a moments notice."

For setting of traps
Base DC50
-20 Familiar terrain
-20 Genius tactician
-10 pre-prepared equipment
+10 little time
Total DC10 (If you crit fail this, I will laugh)

For potential escape route
Base DC50
-20 Genius tactician
+10 little time
Total DC40
>>
Rolled 15, 51 = 66 (2d100)

>>4966084
>>
Rolled 4, 81 = 85 (2d100)

>>4966084
>>
Rolled 77, 43 = 120 (2d100)

>>4966084
Tbh blood feuds sucks but it is what it is, let's beat them the fuck up, get our reward, and get the fuck out so we can form our own territory.
>>
Rolled 46, 71 = 117 (2d100)

>>4966084
>>
>>4966094
Shouldn't have jinxed it, huh.
>>
File: Border Fort.png (34 KB, 821x643)
34 KB
34 KB .png
>>4966089
>>4966094
>>4966095

As your plans go into motion, it doesn't take long to find a suitable retreat route, the forest is too thick to the sides to allow the movement of heavy infantry and cavalry, but allowing your, by comparison, lighter troops to move through with ease. You have a set of logs purposefully weakened from the inner side, allowing for the defenders to knock them down with ease, whilst retaining as much integrity as possible from the attackers side.

However, Giadero's statement of "funding may have decreased as of late" was a lot worse than you originally thought, the caltrops are blunted and brittle, the shovelheads are rusty and prone to snapping. So much for traps.

At least Giadero's scouts have eyes and ears...mostly. It seems that the enemy has reached your position, with the forces you've seen previously, minus a few cavalrymen. Maybe that regal looking horseman is frothing at the mouth right about now, wanting to tear you limb to limb.

>Now then, how should you deploy your troops ?

Current forces:
1 damaged unit of pikemen
1 unit of pikemen
1 unit of crossbowmen
1 damaged unit of light footmen

First proper battle folks, you get to deploy as you like within the forest area.
Also, do you guys want to see other chs POV ?
>>
>>4966141
>Also, do you guys want to see other chs POV ?

Not really, but it is fine occasionally to mix things up or get insight into how other characters see us.

Is there enough room on the walls to deploy all our men along them? Or would we have to deploy outside the fort to make use of all our men?
>>
>>4966189
It's just a wall of logs tied together on raised ground. There are no areas on which you can stand, but if you stay inside the fort, the only way in is through the main gate, unless the enemy tries to bring the logs down, and even if they are rotten, it is still tough fortification to knock down without dedicated siege weapons.
>>
>>4966141
Is the hill rough terrain or is at a smooth enough incline to traverse easily? Is the only way to climb the hill quickly the road?
>>
>>4966219
It inclines quickly in the intervals of 20 meters as shown on the map, so climbing up is exhausting, the forest area is thick, meaning heavy infantry can move through it, but they will hate it. There are also areas that are nigh inaccessible for heavy infantry, though those areas are situated at the back of the hill. The heavy cavalry can only move on the road.
>>
File: 1629560827569 edit.png (69 KB, 821x643)
69 KB
69 KB .png
>>4966141
>pic related.

Though I'll change it if the hill is easily traversable because we need to avoid being flanked, I intend for them to squish themselves on the road.
>>
>>4966141
Crossbow behind the Infantry, try to delay their uphill charge so our shooters can get as many shots as possible
>Also, do you guys want to see other chs POV ?
I don't mind
>>
>>4966141
Can we hide a unit of light foot deep in the woods and use it surround the cav when the time is right?
>>
>>4966228
Supporting, that's a sexy plan
We should be alright regarding the enemy, the most dangerous units can only stay on the road.
Perhaps we could have one unit of pikemen lay out an ambush by hiding in the woods alongside the road, then attack the vanguard in a pincer attack?
>>
The light footmen are familiar with the terrain and they can move very easily in deep woods. Your pikemen can do it too, but slower and they will be unable to make a proper formation unless you are able to sneak them behind the enemy and have enough time for them to form on the road. Light infantry don't need time to form formations, since they are just a "horde" unit, screaming and charging at the enemy to soak damage is what they are used to doing. So yes, you guys can try to sneak a unit behind the enemy assuming you pass the DC.
>>
>>4967116
Do you mean the pikemen cannot move in formation in the heavy forest or that they cannot form a coherent formation AT ALL in the heavy forest? If it is the former then as long as we can get into our formation it is fine, but if it is the latter then I'll change my plan slightly by having the undamaged pike formation go to its designated spot and hold off the enemy while the damaged pike formation uses whatever hatchets and axes are available (there must be some in the fort to cut down firewood) to clear out the trees around our pike formations area. If possible we should also roll what trees we do cut down downhill to trample the enemy or stack them in front of our formation to form fortifications.
>>
>>4967158
If the pikemen are situated along the road, they can form their formation, if they are inside the forest they cannot, there are too many trees that interrupt the formation.

I want terrain to be actual hindrance to encourage you guys to mix and match your army, so thick woods like these are the best place to maneuver and use light infantry while everything else will suffer disadvantages. I would also suggest not to engage beastmen in the woods.
>>
I will be posting an update based on >>4966228 in two hours
>>
With your commands relayed, your troops move into position, your formation of pikemen set up on the road, with the healthy unit up front and the damaged one held in reserve, with crossbowmen behind them as well. You task the light footmen to move to your left and outflank the enemy, striking when the time is right.

Meanwhile your foes appear to be sending one unit of heavy infantry men behind which is a unit of crossbowmen, they appear to be keeping one unit of heavy infantry and their damaged cavalry in reserve and the foot off the hill, close enough to support their troops if needed, but far enough to not be hit by your crossbowmen.

Melee, your pikes versus heavies
Based DC50
-10 professional troops
+10 professional troops
-10 attacking uphill
-10 Height disadvantage
-10 reach disadvantage
+20 Thick shields and armour
Total DC 40

Ranged battle between your crossbows and the enemies
Based DC50
-10 professional troops
+10 professional troops
-10 firing uphill
-10 friendly troops in front
Total DC 30
>>
Rolled 74, 86 = 160 (2d100)

>>4967384
>>
Rolled 13, 11 = 24 (2d100)

>>4967384
Let's go!
>>
Rolled 26, 56 = 82 (2d100)

>>4967384
>>
>>4967451
>>4967484
>>4967487

Your pikemen meet the charging heavy footmen head on, the pikes of your men impale the careless few, who due to the terrain, overconfidence or simply lack of experience are impaled, some fall screaming, some simply look on in shock as their guts spill over the mud road, before dropping dead, still, most are able to employ their shields and armour to keep on fighting, slowly pushing towards your formation at a turtle’s pace. As you watch, however, you see that your formation itself is intact and not one man has fallen, but if the heavy infantry is able to endure the losses and close the distance, your pikemen will be in trouble.

The exchange between the crossbowmen appears to favour you heavily, with the enemy being unable to hide behind their heavier friends and at the same time hindered by them, seem to be taken casualties at a much heavier pace compared to your crossbowmen. At the rate that this is going, it is only a matter of time before you win this exchange decisively, presuming your men can keep the same pace.

Meanwhile, your ambush troops are in position waiting for the orders to charge the foe.

The remaining formations at the foot of the hill still appear to be in place, content to see how the first fight plays out.

Melee, your pikes versus heavies
Based DC50
-10 professional troops
+10 professional troops
-10 attacking uphill
-10 Height disadvantage
-10 reach disadvantage
+20 Thick shields and armour
Total DC 40

Ranged battle between your crossbows and the enemies
Based DC50
-10 professional troops
+10 professional troops
-10 firing uphill
-10 friendly troops in front
Total DC 30

>The light infantry can charge at command.
>>
Rolled 49, 31 = 80 (2d100)

>>4967536
>>
Rolled 26, 87 = 113 (2d100)

>>4967536
>>
Rolled 69, 46 = 115 (2d100)

>>4967536
Don't charge yet.
>>
Also, part of the point of the double layered pike formation is that when the enemy closes in the second unit of pikes will be able to uses their pikes to hit the enemy as they close in on the first pike unit. They are using pikes after all, may as well use the advantage of depth since we have restrained terrain.
>>
>>4967701
>>4967754
>>4967766

The push continues on, your men exploit any gap in the formation, thrusting their pikes in deep, catching a few foes here and there, but their formations still appears to be holding. And slowly, painfully, bloodedly the heavy infantrymen finally reach your first pike formation and begin attacking it, only for themselves to be attacked by your second formation assisting the first. The main formation of pikemen, it’s first row, drop their pikes and unsheathe their shortswords, while the remainder is still trying to poke the enemy to death.

Meanwhile, the enemy crossbowmen appear to be failing (unit now damaged) to effectively fight back, you reckon that one more good volley might break them and cause them to rout, unless of course discipline holds.

Your hidden troops are at the ready.

The enemy at the foot of the hill seem to begin moving their other heavy infantry unit forward, while their cavalry still remains at the base of the hill.

Melee, your pikes versus heavies
Based DC50
-10 professional troops
+10 professional troops
-10 attacking uphill
-10 friendly troops assisting
+20 Thick shields and armour
+10 Superior tier unit in melee
+10 enemy within pike formation
Total DC 70 (One more successful roll and the heavy infantry will be damaged) (if the fight last two rounds, your pikemen formation will be damaged) (You know this because of your tactician perk)

Ranged battle between your crossbows and the enemies
Based DC50
-10 professional troops
+10 professional troops
-10 firing uphill
-10 friendly troops in front
-10 Enemy breaking
Total DC 20

>The light infantry can charge at command.
>>
Rolled 38, 68 = 106 (2d100)

>>4968405
>Wait for the second enemy unit to commit themselves before charging and flanking with the light infantry

We probably can't hope to catch out the cavalry with the light footmen, so we'll have to risk being counter charged by the horsemen. Hopefully the elevation and heavy forest should protect the footmen from the horses, that, and the footmen hopefully will have an advantage from knowing the terrain and from being more agile in the forest.
>>
>>4968459
The footmen will have to attack on the road, the only way to ensure that the cav does not hit them is to attack and then run, it will limit what damage they can inflict and they will be hit in return from the heavies as they try to disengage, but at least they will not be hit by the cav.
>>
Rolled 37, 47 = 84 (2d100)

>>4968405
Come on.
>>
Rolled 72, 11 = 83 (2d100)

>>4968459
Supporting. The heavy cavalry will be hard to fend off without the help of the footmen.
>>
File: 1629560827569 edit2.png (78 KB, 821x643)
78 KB
78 KB .png
>>4968477
Wait, why? Didn't you say they could maneuver in the deep woods easily? And in my plan image, our forces are already partially up the hill and in the woods already, their meeting point on the road should be surrounded by forest even on the side of the enemy. So there should be enough space on the flanks for the footmen to fit and still flank the enemy. I'm sure the cav can reach them but they should still have to go uphill into the woods to find the footmen and fight them in bad terrain surely.
>>
>>4968591
Yea, your light footmen can manouver entirely unopposed in the woods, but the enemy is on the road, so when your footmen attack, they too will have to fight on the road, at least partially, unless you are able to provoke and draw the heavy infantry into the woods where they will suffer massive terrain penalties, and the cav will be able to do fuck all other than scream for the heavies to get their asses back on the road. And if you do the hit-and-run tactic, most likely the enemy cav will not risk suicide to try and get you, the heavies themselves will be slowed down having to fight off a flanking attack, even if it last only for a moment, which means that your pikemen will have more time to damage the enemy unit currently engaged.
>>
>>4968597
Sure, I understand what you mean now, I thought that the width of the enemy engage with us was sufficiently wide that some of them were in the forest already, so I thought our flanking attack would hit the men that hypothetically would already be in the woods.

I propose then that we either essentially "cycle-charge" by charging them and doing what damage we can and then retreating and trying to bait them into the woods and dispersing their effort to fight our pikemen and then charge back in once they've reformed to continually harass them and leave them with insecure flanks, or we just commit to the one charge but form an L shape with our footmen formation in order to be ready to receive the cavalry flanking the footmen. Or we could do the harassment on the flanks with the goal of not only tying up and damaging the enemy heavy infantry but making it so that the cav either have to stay stuck behind their heavy infantry blob out of the fight on the road or venture into the woods to attempt to flank us and therefore getting stuck by our more agile infantry in bad terrain.
>>
>>4968605

I will very strictly follow how terrain works, both for the sake of simplicity, and fairness. If it were you guys attacking up the road with heavy infantry, don't you think it would be a bit bullshit if light infantry just attacked you with massive advantages ? Because I think so.
>>
>>4968746
Regarding the "for the sake of simplicity" thing, totally understandable, especially since this takes game takes place in turns.

Regarding everything else, I don't see your point, a lot of the stuff I just wrote out is just what you said >>4968597 with extra steps. Essentially if the footmen feel they are about to be overwhelmed the the cav coming in or the heavy infantry getting the better of them then they can retreat to the woods where they will have the advantage. They can then attack again if the heavy infantry decide to reform instead of giving chase.

If your issue is that you have to sort out bonuses and you are saying that of course the heavy infantry should beat the light infantry when they fight on the road, I'm not contradicting that. I am not saying that these tactics mean we should have a massive net bonus or anything, I am simply describing how it would ideally play out if this were real life or if we were to describe multiple turns worth of actions. In the turn by turn nature of the game I understand that the footmen will not have higher bonuses than the heavies with these tactics*.

*Though some QMs may hypothetically handle it differently were the use of tactics like this do give us the advantage due to differences in how they parse out modifiers per turn, after all the circumstances ARE there to conduct the described tactics.

Basically I wrote a lot of stuff to say I'm fine with that and I don't know why you are asking, the proposition was for the other anons to discuss with me, not a last minute change to the plan to auto-win the battle by quick-talking you into giving us massive bonuses.
>>
>>4968761
I understand that, I just wanted to clarify it before it came up another time on how I will handle terrain. And you using this tactic will still confer a +10 Flanking and a +10 Ambush bonus, so I still encourage creativity.
>>
>>4968773
Ah, okay, thanks for clarifying.
>>
>>4968459
>>4968499
>>4968565

The heavy infantry begin hacking away at your pikemen at an alarming speed, men's throats are split open, heads cleaved and chopped in parts, hands are lost and the following screams quickly silenced as longswords pass straight into the eye sockets, however, the heavy infantry has also paid a heavy price to push through such unfavourable terrain to finally deliver the reaper's toll to your men (Heavy infantry now damaged). If the enemies reinforcements do not arrive, it will be painful, but you should emerge victorious in the end.

Much greater success follows your crossbowmen, the foes ranged unit begins to fall apart (Now shattered), they are still on the field, but the damage that they can inflict is now limited, still if you want to, you can finish them off with one more good volley or two.

>Finish them off

>Try to shoot the troops in melee, even though they have gotten awfully close to your units. (Crit fail will hit your units)

>Try to shoot the charging heavy infantry

Your light footmen are watching with bated breath for the moment when they themselves shall charge the heavy infantry.

The foe's cavalry is still at the foot of the hill.

Make your choice who to shoot and then I shall give DCs for battle
>>
>>4969938
>Try to shoot the troops in melee, even though they have gotten awfully close to your units. (Crit fail will hit your units)

I think the potential to rout this unit before the next unit arrives is worth the risk. Not to mention the morale effect it may have and the fact that they may end up stampeding into their friendly reinforcing unit in their panic.
>>
>>4969938
>Try to shoot the troops in melee, even though they have gotten awfully close to your units. (Crit fail will hit your units)
Let's take care of them once and for all.
>>
>>4969938
>>Try to shoot the charging heavy infantry
>>
>>4969938
>>Try to shoot the charging heavy infantry
>>
>>4969938
>>Try to shoot the troops in melee, even though they have gotten awfully close to your units. (Crit fail will hit your units)
>>
>>4969940
>>4969959
>>4970126

Melee shooting (don't roll low)

>>4970011
>>4970040

Shoot approaching troops

Melee, your pikes versus heavies
Based DC50
-10 professional troops
+10 professional troops
-10 attacking uphill
-10 friendly troops assisting
+20 Thick shields and armour
+10 Superior tier unit in melee
+10 enemy within pike formation
Total DC 60

Ranged attack on the melee heavies
Based DC50
-10 professional troops
+10 professional troops
-20 Minor ranged counter fire
+20 firing into melee
+20 Thick shields and armour
-10 armour piercing bolts
Total DC 60

After this round, the other heavy will arrive and trigger your light foot ambush, presuming you keep holding.
>>
Rolled 81, 49 = 130 (2d100)

>>4970266
>>
Rolled 98, 85 = 183 (2d100)

>>4970266
>>
Rolled 38, 5 = 43 (2d100)

>>4970266
>>
>>4970312
Sadly the 5 is a crit fail, but otherwise our rolls were superb.
>>
>>4970278
>>4970299
>>4970312

As the battle continues, your hard pressed pikemen seem to find bravery in Myrmidia’s embrace, they charge forward recklessly, equipped only with short swords and backed by the pikes of their compatriots, usually such a charge would simply result in the death of the attacker, but with reinforcements far, their allies nearly routed, the heavy infantry, surprisingly, breaks. As the heavy infantry begins to rout, you see that your crossbowmen had loosened their bolts into the melee, onto the positions of the heavy infantry…the former positions of the heavy infantry…positions currently occupied by your men. (Your pike unit is now damaged)

With the heavy infantry breaking into a rout, the remnants of the crossbowmen follow in suit, the last heavy infantry unit moving up suddenly halts, as the sound of a horn blares across the battlefield, originating from the cavalry formation. They seem to be forming two separate turtle formations, to hold against ranged attacks and to form a small gap to allow their men to retreat without impacting them.

>Pursue the routing enemy with your pikes and crossbowmen ?

>Just fire upon the routing enemy ?

Your light infantry can charge and catch at least some of the routing enemy or they can hit the heavy infantry formation.

>Charge the routing foe

>Charge the formation

>Do not charge, let the enemy retreat
>>
>>4970899
Hmm, normally the pursuit is where the majority of the damage is done, but I'm not sure charging after them when they have a unit of heavy infantry calmly facilitating the other units retreat and a unit of cavalry just waiting to dart in if we pursue them in a tangled disorganized mass.

>Pursue the routing enemy with your pikes and crossbowmen

>Charge the routing foe

Pursue them up until the point in which they squeeze through the gap their friendly formation made, then reform our formation. This way we inflict heavy casualties and potentially eliminate a unit but don't risk the possibility of firing just as our light infantry flank the other formation or charging into prepared heavy infantry.

The cavalry shouldn't be able to reach us until the enemy infantry leaves the road because the enemy is in their own cavs way and they would probably struggle to make it through the heavy woods when going uphill.
>>
>>4970899
>>Pursue the routing enemy with your pikes and crossbowmen ?
>Charge the routing foe
>>
>>4970899
>>Pursue the routing enemy with your pikes and crossbowmen ?
>Charge the routing foe
>>
Your troops running the enemy down
1d100

Light infantry ambush
1d100

The higher the better
>>
Rolled 30, 23 = 53 (2d100)

>>4971293
>>
Rolled 16, 66 = 82 (2d100)

>>4971293
>>
Rolled 26, 39 = 65 (2d100)

>>4971293
>>
Mediocre rolls, we'll need to sacrifice more souls to the dice gods!
>>
Rolled 8, 54 = 62 (2d100)

>>4971293
Fingers crossed
>>
>>4971293
>>
Rolled 64, 4 = 68 (2d100)

>>4971486
>>
Rolled 14, 55 = 69 (2d100)

>>4971293
>>
>>4971307
>>4971329
>>4971343

Your forces start charging down hill to chase and cut down the fleeing enemy, unfortunately your soldiers are too slow to catch up to men who are running for their lives, since your troops are both exhausted and wounded from the prolonged and bloody engagement.

However, your fresh light infantry are able to emerge from the tree line and surprise the foe, slamming straight into the fleeing troops, their superior mobility allows them to inflict decent casualties on the fleeing heavy infantry, but their greatest catch is the shattered crossbowmen formation, they were able to completely surround and annihilate it.

The chase comes to a halt when your forces approach the healthy heavy infantry formation, who after securing their allies retreat reform into a single continues line and begin to slowly withdraw, eventually reaching the foot of the hill. It appears that the enemy is preparing to retreat, unwilling to once more attack uphill, surrounded by unfavorable terrain.

>Sally out into the open field
>Allow the enemy to retreat

Your current forces:
2 damaged units of pikemen
1 unit of crossbowmen
1 damaged unit of light infantry
>>
>>4972072
>>Sally out into the open field

Crush most of them
>>
>>4972072
>>Allow the enemy to retreat
>>
>>4972072
>Allow the enemy to retreat
Against cav no way.
>>
>>4972072
>>Allow the enemy to retreat
We don't get paid enough to fight in the open
>>
>>4972072
>Allow the enemy to retreat

We've done our part, this is merely a battle done in return for favour/payment, no need to go all out and risk destruction.
>>
>>4972256
>>4972305
>>4972643
>>4972740

Allow retreat

>>4972122

Sally out

With their retreat unopposed the damaged heavy infantry formation reforms and begins to march alongside it’s allies away from the fort. Your men begin to cheer in celebration of their victory. And soon after, the tired soldiers begin to rest, loot, and help the wounded, going about the minutia of a victorious army.

Before you can begin directing some of the more fit men to a specific task, Giadero approaches you.

“My fair Lady, I congratulate you on your fine victory, now that the Spizzirri have been routed, I doubt that they will do many incursions into this area, at least for a while. Now then, if you would allow me.” The man pulls out a map and begins to show you the location of Lord Acilio’s castillo. “I suggest that you rest for the day, my lady, and then set out. I shall also write a letter detailing your services rendered, post haste.”

Now that your attention is no longer occupied, you can concentrate on giving orders to your capable men.

>Loot the corpses, you don’t think that your new “allies” will be so kind as to leave you much if you are too late. (1d100) (best of 3)

>Direct your men to look for survivors, lives are more important than a few pouches of coins. (1d100) (best of 3)

Once that is done, you have to decide when, and to where to move.

>Follow the given directions, and move towards the castello. After resting for a day.

>Follow the given directions, and move towards the castello. Immediately.

>Move deeper into the princes, you’ve had enough of this feud.

>(Write in?)
>>
>>4973591
>>Direct your men to look for survivors, lives are more important than a few pouches of coins. (1d100) (best of 3)
>Follow the given directions, and move towards the castello. After resting for a day.
>>
Rolled 46 (1d100)

>>4973591
>Direct your men to look for survivors, lives are more important than a few pouches of coins. (1d100) (best of 3)
Trained lives are more important then gear.
>Follow the given directions, and move towards the castello. After resting for a day.
>>
Rolled 34 (1d100)

>>4973591
>Direct your men to look for survivors, lives are more important than a few pouches of coins. (1d100) (best of 3)
>Follow the given directions, and move towards the castello. After resting for a day
>>
Rolled 50 (1d100)

>>4973591
>Direct your men to look for survivors, lives are more important than a few pouches of coins. (1d100) (best of 3)
>Follow the given directions, and move towards the castello. After resting for a day.
>>
>>4973633
>>4973671
>>4973686
>>4973626

Help the wounded and after a day march towards the castillo

The free men move at your orders, they begin to dig out survivors from the bloody mess of a battlefield and drag them back to the tent specifically set up for the wounded. Still, you know that the most wounded will still pass, the only thing you can do without proper physicians is to ease that passing and offer prayers to Myrmidia.

After that is sorted, it is already deep night and your men throw themselves onto their beds, too much fighting and marching for them this day. You have to wait till noon for all your men to prepare and for the wounded to be loaded onto the wagons.

You begin your march, following Giadero’s instructions, towards this Lord Acilio. Hoping that he is as generous as described, though you have your doubts about that fact. Making your way down the poor dirt roads a couple of days march East you finally spot the castillo and the town that has sprung up around it, and for once, you are glad of the fact that you decided to dally for a moment to rest your men, since the city’s outer walls appear to have been breached in numerous locations, the grasslands around the walls have all turned to mud due to too many men walking over the same piece of land too many times, corpses of men impaled by arrows and bolts can be seen all around the walls, broken banners depicting a golden horseman still flutter in the winds, torn and ripped apart. The banners with the same red and green colors as the uniforms of the limetatoi border guards, this time atop of the colours is superimposed a white tower. There are men picking through the corpses in the field, both uniformed and dressed plainly, but upon noticing you, those in uniforms run back through the breaches in the walls and those dressed plainly run towards the surrounding fields. As you continue to march towards the gate, you see maybe 300 to 500 hundred archers line up upon the walls take you their arrows, and put them in their bow, but since you carry no banner, they seem not to know if you are an enemy or not. The gates open up and a formation of less than 20 heavy horsemen ride out, carrying the white tower banner. As the horsemen approach, you are able to make out their armours, still covered in blood, dented, and broken, some of the riders also appear to be wounded, though lightly.

“Who are you ? Identify yourselves immediately or we will consider you as foes to house Ventrone !”

>We are but humble mercenaries, that have rendered you aid, here, I have a letter to prove it !

>I do not think you are in a position to be so rude to me. I have saved your men near the border, and I am here to collect payment !

>Silence peasant, if not for me more men would have come here to make your life a living hell, and I demand payment for my effort !

>(Write in?)

So fellows, what sort of a lady are you ?
>>
>>4973756
>>I do not think you are in a position to be so rude to me. I have saved your men near the border, and I am here to collect payment !
As fun as it'd be to pick the third option, I don't think it'd be a good idea to antagonize them when they can cripple us with arrows.
Didn't pick the first one either cause we're not just some pitiful mercenaries, either.
>>
>>4973756
>>I do not think you are in a position to be so rude to me. I have saved your men near the border, and I am here to collect payment !
>>
>>4973756
>I do not think you are in a position to be so rude to me. I have saved your men near the border, and I am here to collect payment !
>>
>>4973756
>I do not think you are in a position to be so rude to me. I have saved your men near the border, and I am here to collect payment !
>>
>>4973791
>>4973816
>>4973840
>>4973912

“I do not think you are in a position to be so rude to me. I have saved your men near the border, and I am here to collect payment !” You say while presenting the letter written by Giadero that bears his signature and a stamp. The man, rather hesitantly, approaches your formation and picks up the letter and begins to read it. After a few moments he turns to you and says “Please excuse my rude behavior My Lady, but as you might be able to tell, we are currently rather weary of strangers at the moment.” He says while gesturing to the bloody fields. “Courageous warriors are always welcome in the lands of our Lord. Now, if you would ?” The man begins to escort you and your men to the city walls and as he is riding, signals one of his men, and the man begins waving the white tower flag, and you see as the archers just crumble. They try to hide it, true, but your eyes can see and discern better than any man the true strength of a formation. You reckon that from all those archers, if more than a hundred of them would have been capable of drawing their bows, you would have been surprised.

As the gates are opened and you gaze into the city, you realize that the field outside was just a prelude. Homes burnt or simply smashed apart, streets covered in bodies, as you look at the walls, you see cannons blown apart, body parts shattered all around. The few townsfolk up and about appear to be busy cleaning all of this mess, they appear somber, but healthy. The reason why is also apparent, the walls of the castillo proper, appear to have weathered a considerable storm of cannons, the walls are cracked, entire sections of its mighty walls are simply gone, exposing the now destroyed inner rooms. Still, this sight is dwarfed by literal mounds of corpses in front of the castillo, the bodies have been pushed away from the main road, but the striking black and gold uniforms are clearly mixed with those of red and green. You estimate that there might be somewhere between two to three thousand corpses. The fighting for the city and the castle must have been brutal indeed. Seems like this blood feud has escalated far, far beyond what you had usually seen in Tilea, these are no small skirmishes, poisonings, honour duels or assassinations, this is just out right total war, where both sides are aiming for nothing, but complete extermination of the loser.
>Fuck the character limit
>>
Your men are told to wait outside, but you are allowed into the castillo, to the meeting hall of the lord. As you step through the great door you are greeted by the sight of a beautiful red carpet, with its sides trimmed with green made out of high-quality wool. Large portraits, with golden frames, depict well dressed men, in colourful green and red, some are shown in armour, some in clothes. The only things that unite all of them are their striking resemblances and the fact that all of them have a white gold signet ring with a tower inscribed on it. These must be the old lords of house Ventrone. You think that there probably would have been more curiosities to look upon, but most of the hall appears to be empty, minus the dust and rubble all around you, which stains the clear attempt to impress anyone entering the castillo.

You are ushered into the great hall by haggard and wounded soldiers, where there appears to be some sort of a meeting on going. A man sits upon the lord’s throne, looking familiar to those in the paintings, wearing a white gold ring, he is however lacking any sort of proper apparel. Wearing full plate, decorated with gold and brightly emblazoned with the colours of his house, however he is lacking the chest piece on his body, it appears to have been thrown aside, and you see why – there appears to be a large hole in the chest piece, a hole that could only be made by a firearm. This is conjecture is further reinforced by the fact that there appears to be a physician busily tending to his lord, removing pieces of fragmentation from the large bloody and grizzly wound. Who you can only presume is Lord Acilio, appears to be calmly discussing the aftermath of the siege, occasionally flinching, as the physician digs in a bit too deep.

“…have you heard from baron Tristano ?”

“No, my Lord, nothing has changed, we do not know if the messengers were intercepted by Spizzirri or if he has decided…” The man trails off, not voicing his final thoughts.

With silence descending upon the room, your escort uses the opportunity to announce your existence.

“My Lords, a mercenary bearing good tidings has arrived !”

With those words, all of the men in the room to stare at the stranger, you.

The man upon the throne speaks up “And you are ?”

>Flaviana Scalise

>Ornella Messore

>Prisca Bombara

>(Write in?)

Your response ?

>I have assisted your border guards in fighting off Spirrizzi forces, and was promised just reward, my fair Lord.

>I saved your men from certain death and defeated a superior Spirrizzi force and was promised payment for services rendered. I am also someone who can solve your issues, for the right price.

>Someone who you have no choice but to hire. Your men are falling apart and your defenses have crumbled, and I charge a premium, though I might give you a discount if you pay me what you owe.

>(Write in?)
>>
>>4973980
>Flaviana Scalise
>I saved your men from certain death and defeated a superior Spirrizzi force and was promised payment for services rendered. I am also someone who can solve your issues, for the right price.
don't shit on his forces too hard.
>>
>>4973980
>Flavia Messore
>I have assisted your border guards in fighting off Spirrizzi forces, and was promised just reward, my fair Lord.
>>
>>4973980
>Urmumus Gaias
>I came, I saw your men get fucked, I fucked the guys who fucked them. You owe me, man.
>>
>>4973980
>Flaviana Messore
>I have assisted your border guards in fighting off Spirrizzi forces, and was promised just reward, my fair Lord.
>>
>>4973980
>Ornella Messore
>I have assisted your border guards in fighting off Spirrizzi forces, and was promised just reward, my fair Lord.
>>
>>4973980
Actually, I immediately changed my mind.
Changing from >>4974263 to...
>I saved your men from certain death and defeated a superior Spirrizzi force and was promised payment for services rendered. I am also someone who can solve your issues, for the right price.

We did fight a superior foe and did save his men from certain death and we were promised payment. We don't want to give off the impression we merely 'assisted' his men in fighting some chumps, we saved them against not great odds. I understand we want to be gracious in front of a lord and potential benefactor, but frankly we need to emphasize that we did all the hard work, plus he isn't exactly in a strong negotiating position.
>>
I suggest we hire on a Halfling cook to help feed our men. And maybe a gnome who knows shadow magic for stealthy spying purposes.
>>
Besides rival Princedoms, how common are nonhuman hordes like Beastmen, Greenskins, Ogres, and Skaven in the Border Princes?
>>
>>4974311
Why halfling specifically?
>>
>>4974336

It's overflowing with them, expect the ogres, though a few mercenary or exile groups wonder down from time to time. Unclaimed lands outside of princedoms are usually dominated by the various warbands. Once you guys establish yourselves, the biggest threat besides the princes will be dealing with the various hordes.
>>
>>4974591
halfling are legit THE best cooks in the old world, their pies are the stuff of legends lorewise
>>
>>4973980
>Flaviana Messore
>I saved your men from certain death and defeated a superior Spirrizzi force and was promised payment for services rendered. I am also someone who can solve your issues, for the right price.
Although I would prefer to take the money and then go deeper into the borderlands
>>
>>4975167
That's what the write in is for my friend. You can still change the answer to something that you'd like better. Since I will be updating the story in about 8 or 9 hours
>>
>>4975178
Well we should always hear what they have to offer first before deciding.
>>
>>4974738
This. Ogre tribes are willing to kill to acquire the service of a Halfling chef. Also, Gnomes in Warhammer are tied to The Magic of Ulgu and Shyish, or Shadow and Death, using illusions and death bolts. They are also capable of using Dhar, forbidden evil magic, and necromancy, but try to police themselves away from using it. The Witch Hunters of the Empire persecute them for it, forcing them into pretending to be Halflings when traveling from their home city of Glimdwarrow, in the illusion-hidden Mirror Moors, hidden in the Midden Moors of Middenland. They used to have 444 Clans, but Grom the Paunch besieged them and killed all but 4 clans, who all hate each other, blaming the others for not being able to defeat Grom's greenskin horde.
>>
If he doesn't pay, shoot him in the cock and leave him for dead.
>>
>>4974073
>>4974267
>>4975167

Saved your men

>>4974138
>>4974184

Assisted your men

>>4974166

Mass fucking

Name is Flaviana Messore


“Flaviana Messore, My Lord, I saved your men from certain death and defeated a superior Spirrizzi force and was promised payment for services rendered. I am also someone who can solve your issues, for the right price.”

One of your escort’s rushes to the side of his Lord providing him with your letter. The man on the throne sits silently for a minute reading the contents, before stating.

“I see, well mercenary Messore, I am Count Acilio Ventrone, and I thank you for services rendered, I shall instruct my servant to provide you with the promised sum (+1 Wealth, +1 Military). As for the formation of a contract, that will have to wait for a moment, as you may have noticed we are currently preoccupied with rather pressing matters. I shall have a servant fetch you when the time is right. For now, I welcome you to Kalyrio. I grant you leave, for the services rendered, to make transactions, even those of military nature, and to recruit as you see fit, this privilege shall last until you depart Kalyrio. You may leave now.” The man dismisses you with a wave of his hand and your escorts begin to bring you back to the entrance.

A short while later, you find yourself surrounded by your men awaiting orders. The entire town is now open to you, perhaps you should search for fresh recruits, with so much of the town damaged, there should be those who view fighting for coin far more appealing than staying here. You could look for merchants, maybe they will have something to offer, now that the chaos has calmed down for the moment. Or maybe something else ?

>Look for merchants, buy some things, maybe sell that strange greatsword.

>Try to run a recruitment drive, you have the supplies and the cash to spare.

>Meet up with powerful locals, get a better read on the situation.

>(Write in?)

The sun is currently hanging low, you can think that you’ll manage to do one thing for today, before time to rest comes, you know not how the situation might change in a day, after all, everyone is in shock as of now.

YOUR STATS:
Military 2 (Used for military actions)
Loyalty 2 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 3 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 1 (Used for diplomacy and intrigue)
Population 0 (Your future soldiers, current tax base)

Items:
Black super-heavy greatsword

Your current forces:
2 damaged units of pikemen
1 unit of crossbowmen
>>
>>4976024

To clarify, due to the situation, the option you chose will have greater effect, lower DC and the like, you can still do the other two actions next day, if you would like to.
>>
>>4976024
>Meet up with powerful locals, get a better read on the situation.
>>
>>4976024
>>Meet up with powerful locals, get a better read on the situation.
>>
>>4976024
>>Try to run a recruitment drive, you have the supplies and the cash to spare.
>>
>>4976024
>>Meet up with powerful locals, get a better read on the situation.
Time to get some influence
>>
Maybe try to find a Halfling chef. Food of good quality is a nice motivator for peasants to follow you.
>>
>>4976024
>>Try to run a recruitment drive, you have the supplies and the cash to spare.
We need the men and good officers/underlings
>>
>>4976357
And food. Fingers crossed for a Halfling chef... bonus if she's a curvy shortstack with hips.
>>
>>4976433
You should votet hen anon
>>
>>4976433
You should vote then anon
>>
>>4976024
>Meet up with powerful locals, get a better read on the situation.
Makes things run smoother in the future if we are on their good side.
>>
>>4976024
>Meet up with powerful locals, get a better read on the situation.

This first, but we should do all of these afterwards. We need to replenish our damaged units and perhaps recruit new ones to be a greater force in these lands as well as for safety traveling to our eventual domain, where ever that ends up being.
>>
>>4976472
I agree.
>Meet up with powerful locals
Get that sexy shortstack Halfling Chef waifu!
>>
>Meet up with powerful locals
Get that Curvy plump shortstack Halfing girl who makes you delicious meals and who snuggles you every night.
>>
>>4976566
Fuck I double voted because it wasnt showing up as registering my first vote.
>>
>>4976024
>>Meet up with powerful locals, get a better read on the situation.
>>
>>4976052
>>4976066
>>4976242
>>4976472
>>4976516
>>4976564
>>4976883

Meet up with powerful locals

>>4976228
>>4976357

Recruitment drive

Meeting with the locals it is. Please give me 1d100 best of 3
>>
Rolled 66 (1d100)

>>4976926
>>
Rolled 53 (1d100)

>>4976926
>>
Rolled 9 (1d100)

>>4976926
Rollin
>>
>>4977003
>>4977051
>>4977061

You settle your men in the various houses around the city, their occupants now gone, and with the permission of the count, no one will bother you about this. Taking a small bodyguard of your most skilled and trusted men you set out in to the still smoldering city, nothing like a crisis to bring all classes together, as you see both rich and poor walk the same streets, still in shock, looking at their now gone properties, looking for lost ones, or burying them. You wanderings eventually lead to one of the smaller breaches in the defensive wall, the locals appear to be trying to clean the debris around the wall to allow it’s reconstruction, this work appears to be supervised by a man clad in fullplate, and judging from the silver etching it the man’s armour, you can judge that he is either a noble lord, or a very skilled knight. As close the distance, you realize that you’ve seen the man’s face before, he was present in the meeting you had with Count Acilio.

“Greetings my Lord, how is the work going ?”

“Mercenary Messore, – the man nods at you – are you enjoying your stay ? And as for your question, it is going as well as one might think in a situation like this. But we both know that you are not here for pointless niceties and polite small talk. You have no banner, your name is unknown, which means that you are another hopeful coming to an untamed land to claim it as your own, or at least profit greatly by working for one of those hopefuls. Please excuse my cynicism, I did not mean it as an insult, in fact, I would like to thank you, the man you saved, Giadero, is my cousin-in-law. Know that House Razza repays its debts, as long as what you request for does not go against my oaths to my House, my Lord or my Prince, I shall assist the best I am able. Ah, I almost forgot, I am Baron Caino of House Razza, sworn vassal to Count Ventrone and his Marshal. Now, is there anything else ?”

“No, my lord, I shall take my leave.” You say with a polite nod and begin to depart, returning back to your quarters as the Sun disappears beneath the horizon. Well, today was quite profitable.
>>
You awaken in the early morn, the sound of construction disturbing your pleasant rest, time has come to spend the rest of the day attending the necessary duties of a mercenary company captain. You talk to merchant, inquire with locals about potential recruits until you have a good idea of what you can do today.

>AVAILABE RECRUITS

>Pikemen reinforcements (Cost 3 Wealth). You are able to find men with the equipment and the experience needed to fully reinforce your formations. They hail from mercenary companies that were so devasted in the siege, that they are willing to fall under your command, but they do charge a premium.

>Light infantry (200 men) (Costs 1 wealth) (Available – 3). Ill-disciplined and equipped men, but cheap, plenty, and expendable.

>MERCHANT OFFERS

>A merchant is willing to buy your sword for its novelty (+2 Wealth)

>You can purchase military equipment and supplies, but their prices appear to be inflated. (-2 Wealth, +1 Military)

>Offer some gifts, oaths of friendship and the like, having more people to call upon is always useful, especially in times of chaos. (-1 Wealth, +1 Influence)

>With so many destitute, the promises of new land, far from this endless blood feud, motivated by some coins of course, could net you some willing followers. (-1 Wealth, +1 population)

Military 2 (Used for military actions, represents military supplies)
Loyalty 2 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 3 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 1 (Used for diplomacy and intrigue)
Population 0 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 damaged units of pikemen
1 unit of crossbowmen
>>
>>4977102
>Offer some gifts, oaths of friendship and the like, having more people to call upon is always useful, especially in times of chaos. (-1 Wealth, +1 Influence)
>With so many destitute, the promises of new land, far from this endless blood feud, motivated by some coins of course, could net you some willing followers. (-1 Wealth, +1 population)

The sword seems a bit too important to sell to some random merchant who only cares about novelty. Reinforcements would be nice, but it's too costly. The pop can be a great way to get the ball rolling on the tax base, and if we're lucky we may even grab a physician.
>>
If you guys want to look for a specific person, for example a physician, don't hesitate to write in, and if enough anons agree, you can go off searching for them.
>>
>>4977102
>>4977149
>>4977163
I definitely do want a physician. Consider it written into my vote.
>>
>>4977177
Agreed, that's a +30 to wounded rolls we're taking as it is. Best remediate it, it could save our life.
>>
>>4977102
>Offer some gifts, oaths of friendship and the like, having more people to call upon is always useful, especially in times of chaos. (-1 Wealth, +1 Influence)
>With so many destitute, the promises of new land, far from this endless blood feud, motivated by some coins of course, could net you some willing followers. (-1 Wealth, +1 population)
>Search for a physician or more, in search of service.
>See if there is any great warrior in the city. Be a champion, a duelist or a mage all could be used. If there was one capable of using the greatsword we have we would have a strong man capable of taking down great foes and inspiring our troops while we lead them.
>>
>>4977201
>>
>>4977201
supporting
>>
>>4977163
Sexy shortstack Halfling cook. Barring that, Sexy Shortstack Gnome Illusionist. Barring that, sexy buff shortstack Dwarf with massive tatas!
>>
>>4977201
Sounds good.
Let's hope we'll be able to replenish our pikemen soon enough though, at a lower cost.
>>
>>4977102
I guess I'll piss against the wind. I disagree, it's just a big sword, it may be magical but we are probably too weak to use it and we need the cash infusion. We also need troops if we are going to either participate in this conflict or secure land of our own.

>A merchant is willing to buy your sword for its novelty (+2 Wealth)

>Offer some gifts, oaths of friendship and the like, having more people to call upon is always useful, especially in times of chaos. (-1 Wealth, +1 Influence)

>With so many destitute, the promises of new land, far from this endless blood feud, motivated by some coins of course, could net you some willing followers. (-1 Wealth, +1 population)

We'll need the populace to get started, and having favours is always useful.

>Light infantry (200 men) (Costs 1 wealth) (Available – 3). Ill-disciplined and equipped men, but cheap, plenty, and expendable.

Buy 2 of these, we can equip them with our military equipment and train them over time.

QM are there maintenance costs in terms of Military and Wealth stats for our units? If so, what is the cost intervals? Monthly, annually? 'Cause that may influence our spending.
>>
>>4977201
+1

>>4977583
I'd rather buy good replenishments than cannon fodder desu
>>
>>4977638
I understand, but quantity has a quality of it's own, particularly if we use our pikemen as anchors in the center. We have so few men I think we just need troops. If need be we can find a good sergeant to discipline them but I think we need more men. That and I think we can spend our Military stat to give them better gear.
>>
Right, so far I see

>Get influence

>Get population

>Look for champion and physician

Give me 2d100 for the search, best of 3

And your current stats will look like this

Military 2 (Used for military actions, represents military supplies)
Loyalty 2 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 1 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 2 (Used for diplomacy and intrigue)
Population 1 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 damaged units of pikemen
1 unit of crossbowmen
>>
Rolled 9, 38 = 47 (2d100)

>>4978237
>>
>>4978239
agh
>>
Rolled 91, 16 = 107 (2d100)

>>4978237
>>
Rolled 69, 48 = 117 (2d100)

>>4978237
>>
>>4978239
>>4978246
>>4978247

You begin your search, recalling that orkish warboss, had it not been for Myrmidias will and the skill of your crossbowmen, that beast would have started ripping your pikemen apart. You cannot take the same risk another time, you need a warrior capable of facing such a beast in hand-to-hand combat, you need someone who can look death in the eyes and spit at them, you need a champion.

After your inquires, you are able to narrow down a few candidates.

>A skilled young man, pressed into service during the siege, he had shown exceptional skill wielding a spear, able to slay 20 men, and push the attackers of the wall in his segment. He is willing to join if you provide him with equipment more fitting for him (Cost 1 Military). However, you have noted that due to his young age and skill, he lacks experience and is quite sure of himself. He will probably take any challenge offered, but is unlikely to withdraw due to his pride.

>A grizzled veteran archer, he has proven to be a skilled deadeye, but due to his advance age he was forced into retirement, but enough coin can motivate any man (Cost 1 Wealth). Experienced and battle-hardened, he knows which fights to pick, and which to avoid. By no means a coward, but someone who values his life, he will retreat if he sees no way to emerge victorious.

>A Hedge-Knight, an extraordinarily skilled combatant, capable of wielding a sword and shield, greatsword, lance, spear, bow, and poleaxe. He has a sturdy warhorse and gleaming fullplate. He appears to be an exile from Estalia, where he fought for his lord, who was beaten in battle, and due to that, he was forced into exile, fleeing to the Border Princes searching for someone worthy to serve. He is willing to follow you as long as you guarantee him a plot of land to call his own and abide by the principles of chivalry and honour. He will stand besides you and obey any command given.

Your searches for a skilled physician bare much less fruit, what few that you could have hired were snatched up shortly after the start of the siege, and it is unlikely that their employers are going to let them go.
>>
>>4978374
>A Hedge-Knight, an extraordinarily skilled combatant, capable of wielding a sword and shield, greatsword, lance, spear, bow, and poleaxe. He has a sturdy warhorse and gleaming fullplate. He appears to be an exile from Estalia, where he fought for his lord, who was beaten in battle, and due to that, he was forced into exile, fleeing to the Border Princes searching for someone worthy to serve. He is willing to follow you as long as you guarantee him a plot of land to call his own and abide by the principles of chivalry and honour. He will stand besides you and obey any command given.
We won't rape and plunder randomly so. This guy
>>
>>4978374
if possible i would like to take this two. Two experienced men are something quite useful for us since we need all the military experience others could have.
If not i take just the knight.

>A grizzled veteran archer
>A Hedge-Knight

Money can be made along the road, for example if we escort some merchants.
>>
>>4978374
>>A Hedge-Knight, an extraordinarily skilled combatant, capable of wielding a sword and shield, greatsword, lance, spear, bow, and poleaxe. He has a sturdy warhorse and gleaming fullplate. He appears to be an exile from Estalia, where he fought for his lord, who was beaten in battle, and due to that, he was forced into exile, fleeing to the Border Princes searching for someone worthy to serve. He is willing to follow you as long as you guarantee him a plot of land to call his own and abide by the principles of chivalry and honour. He will stand besides you and obey any command given.
Easy choice, I feel. So long as he's not a pain in the ass with his values, of course
>>
>>4978374
>>A Hedge-Knight, an extraordinarily skilled combatant, capable of wielding a sword and shield, greatsword, lance, spear, bow, and poleaxe. He has a sturdy warhorse and gleaming fullplate. He appears to be an exile from Estalia, where he fought for his lord, who was beaten in battle, and due to that, he was forced into exile, fleeing to the Border Princes searching for someone worthy to serve. He is willing to follow you as long as you guarantee him a plot of land to call his own and abide by the principles of chivalry and honour. He will stand besides you and obey any command given.
>>
Just a heads up, I will be moving due to my studies, so my ID will most likely change, I will try to see if I cannot post updates tomorrow. Also, when I tried to use my mobile data, I got informed that the IP range is banned, seems like some people that use my telecommunications provider were a wee bit too spicy. I am writing about it because they are also an ISP and they might be the only ones capable of connecting me to the internet in my new place. Worst case scenario, I will have to buy the pass.
>>
>>4978583
Gotcha QM, let's hope it doesn't come to this
>>
>>4978374
>>A skilled young man, pressed into service during the siege, he had shown exceptional skill wielding a spear, able to slay 20 men, and push the attackers of the wall in his segment. He is willing to join if you provide him with equipment more fitting for him (Cost 1 Military). However, you have noted that due to his young age and skill, he lacks experience and is quite sure of himself. He will probably take any challenge offered, but is unlikely to withdraw due to his pride.
>>
>>4978583
Consider resetting the router if you're banned. Range bans aren't that common.
>>
>>4978484
Support
>>
>>4978374
What sort of chivalry we talking? Like, no rape and plunder or are we talking about no ambushes, night attacks, must fight opponents on even ground, and we must make costly diplomatic choices in favour of the poor and weak over the best opportunities?

>Get all three, except if the knight has a stricter sense of chivalry.
>>
>>4978895

It's the chivalry only concerning the treatment of noble prisoners and being honourable in duels, that is about it. And you can only really choose one, this is where game mechanics come in, a champion is basically an entire unit by itself and limited to 1 martial type, 1 commander type and 1 mage type per army. You can look at them like TW: Warhammer heroes. And when it comes to the maintenance of the troops, you guys don't have to worry about until you establish yourselves. Your army is small enough to maintain with residual loot you acquire through your battles.
>>
>>4979122
Ah, okay, thanks for clarifying. I'll vote for the...
>A Hedge-Knight, an extraordinarily skilled combatant, capable of wielding a sword and shield, greatsword, lance, spear, bow, and poleaxe. He has a sturdy warhorse and gleaming fullplate. He appears to be an exile from Estalia, where he fought for his lord, who was beaten in battle, and due to that, he was forced into exile, fleeing to the Border Princes searching for someone worthy to serve. He is willing to follow you as long as you guarantee him a plot of land to call his own and abide by the principles of chivalry and honour. He will stand besides you and obey any command given.
>>
>>4978455
>>4978484
>>4978512
>>4978520
>>4979123

Knight

>>4978632

Young spearman

The knight introduces himself as Alfonso de Amusco, swearing fealty to you in exchange for fulfilling his requests and joins your (hopefully temporary) mercenary company.

If you wish to conduct more trade and recruitment, you can, (To original post >>4977102 )

If you want to advance the time until you are called upon, just vote so.
>End the shopping spree, advance time.

STATS:
Military 2 (Used for military actions)
Loyalty 2 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 1 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 2 (Used for diplomacy and intrigue)
Population 1 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 damaged units of pikemen
1 unit of crossbowmen
Knight Champion
>>
>>4979122
In that case
>A grizzled veteran archer, he has proven to be a skilled deadeye, but due to his advance age he was forced into retirement, but enough coin can motivate any man (Cost 1 Wealth). Experienced and battle-hardened, he knows which fights to pick, and which to avoid. By no means a coward, but someone who values his life, he will retreat if he sees no way to emerge victorious.
He'll be far more helpful in taking out commanders or key personnel on the battlefield from a distance and also most likely have a keen eye as a lookout or tracks and loot

>>4978860
I was this
>>
>>4979142
Ah I was to late
>End the shopping spree, advance time.
I don't see us needing anything else to purchase
So let's see what else is instore for our troop
>>
>>4979142
>>End the shopping spree, advance time
>>
>>4979142
Since no one wants to buy more troops lets...
>End the shopping spree, advance time.
>>
>>4979142
>End the shopping spree, advance time
>>
Testing
>>
eyyyyy, it works, right, writing.
>>
About 3 days after Sir Alfonso de Amusco swore his fealty, you are once more summoned to the castillo. This time the rubble has been removed, dust has been cleaned, you see expensive looking furniture and more delicate pieces of art filling the main hall. The throne room itself also appears to be far more proper, the shattered glass has been refitted, the servants scurrying about are in proper and clean dress, the assembled dignitaries are out of their beaten and dented armour, instead cladding themselves in fine cloth, silk, and jewelry. Count Acilio is sitting on the same throne as he was right after the siege, this time however, he is dressed in brightly coloured clothes, depicting his family’s ornamentation, with a silver circlet placed upon his head. You however are not kept within the throne room for long, ushered to one of the side rooms you meet one of the count’s servants who gives you a contract.

“ I, Count Acilio of House Ventrone, loyal vassal of Myrmidens, hereby extend the offer of employment to one mercenary captain known as, Flaviana Messore. She swears to be a loyal servant and assist me in fights for the protection of my realm. She will receive payment per battle won, for the sum of (2 Wealth) for minor engagements, no smaller than 300 foes, and no larger than 700. For major engagements, in which she emerges victorious, she shall be compensated the sum of (4 Wealth), the foe must not number less than 700. Any battles fought shall see the spoils of war divided, equal to the amount of the battle’s contribution. Count Acilio and Mercenary Messore may annul this contract at any point and time, after settling any outstanding debts.”

>Accept the deal

>Decline the deal

>Negotiate a better deal (Write in) (If written in, give me 1d100 to see how the negotiations go)
>>
Rolled 28 (1d100)

>>4979484
>Negotiate for being able to receive the payment for minor engagements for defeating hosts of only 100 men, though perhaps a smaller payment (1 wealth) for less than 300 men. After all, defeating a 100 men is still essentially defeating the wealthier freeholders who can afford arms and armour to become men-at-arms of several villages just to form that small host, and killing a mere hundred men over and over again adds up. Not to mention it allows us to make use of smarter "defeat in detail" type tactics and encourages us to act more honestly in the spirit of the defense of House Ventrone's by not ignoring hosts that we don't get paid for.
>>
Rolled 50 (1d100)

>>4979498
>Supporting 1 wealth for sub 300 engagements.
>>
>>4979484
>>Decline the deal
Our destiny lies deeper into the the Borderlands, onwards
>>
>>4979484
>>Decline the deal
>>
>>4979484
>Decline the deal
No need to start cementing enemies and allies when we don't have a reliably safe location to setup a base for our population and troops, cant have them sleeping in abandoned homes every night
>>
>>4979484
>>Decline the deal
Thank them though, it s important.
>>
I think we should politely decline. I also think we should hire on a naturalist, like Green or Amber Wizard or Ranger type of some sort, to scope out the native wildlife of the area so as to know where the best hunting places are, where to avoid in case of hostile humanoids like Greenskins and Beastmen, and where truly monstrous beasts are for trophy hunting.
>>
>>4979498
>>4979504

Negotiate

>>4979518
>>4979630
>>4979646
>>4979726
>>4979971

Decline

You look over the deal and after a moment of consideration, you decide to decline, you’d rather not get involved deeper into this blood feud, after all, you now have a populace relying on you. You inform the servant of your decision and he begins to escort you out of the castillo, and wishes you the best of luck in your journey.

Returning home, you begin giving out order to your men to make ready to march, this time, instead of a few wagons housing military supplies guarded by your men, you are now joined by hundreds of women, children and older men, unfit for military service. This force will not be able to march fast or far, nor will they be able to endure like your proper soldiers, but these are now your people, their lives, futures and well-being are now in your hands.

As you march out of the wall gatehouse you once more begin considering your moves.

>You could head East, moving alongside the coast, the way through there should be easier for your populace, you can also fish along the way, ensuring that all the new mouths you have to feed are fed. Still, the danger of buccaneers will be persistent.

>You can keep moving North, you know not what can be there, but you reckon that it will primarily be orks or some other variety of greenskin.

>You think moving West is the best option. Deeper into the woods and hills, dangerous places, overrun by beastmen, but resource rich, if you think you can last cutting the woods down.
>>
>>4980249
>>You could head East, moving alongside the coast, the way through there should be easier for your populace, you can also fish along the way, ensuring that all the new mouths you have to feed are fed. Still, the danger of buccaneers will be persistent.
If we settle there we'll also get access to a sea route, which is always good.
>>
>>4980249
>>You could head East, moving alongside the coast, the way through there should be easier for your populace, you can also fish along the way, ensuring that all the new mouths you have to feed are fed. Still, the danger of buccaneers will be persistent.
securing the old silk road seems like a good call, we might even be able to help the dwarfs against FUCKING NIGHT GOBLINS
>>
>>4980249
>>You could head East, moving alongside the coast, the way through there should be easier for your populace, you can also fish along the way, ensuring that all the new mouths you have to feed are fed. Still, the danger of buccaneers will be persistent.
>>
>>4980249
>You think moving West is the best option. Deeper into the woods and hills, dangerous places, overrun by beastmen, but resource rich, if you think you can last cutting the woods down.

Rich lands with access to nearby roads, trade routes and rivers is a fine choice. Though I'm fine with going east as well.
>>
>>4980249
>>You could head East, moving alongside the coast, the way through there should be easier for your populace, you can also fish along the way, ensuring that all the new mouths you have to feed are fed. Still, the danger of buccaneers will be persistent.
The coasts are not very safe, buccaneers are a minor thing, when anyone with a boat and a will can pay visit. Though it can be profitable, and they are at least attach to fertile plains nearby in land.

Any first settlement we establish or take, will need some basic naval defense like patrol boats before we expand in the future.
>>
>>4980249
>>>You think moving West is the best option. Deeper into the woods and hills, dangerous places, overrun by beastmen, but resource rich, if you think you can last cutting the woods down.
>>
>>4980249
>You could head East, moving alongside the coast, the way through there should be easier for your populace, you can also fish along the way, ensuring that all the new mouths you have to feed are fed. Still, the danger of buccaneers will be persistent.
>>
File: Border Princes Settling.jpg (1484 KB, 2338x1500)
1484 KB
1484 KB .jpg
>>4980259
>>4980285
>>4980310
>>4980333
>>4980414

East

>>4980358
>>4980312

West

East it is, waters aplenty of fish and crabs will feed your people, safe harbour will allow merchants to trade their goods (and most importantly pay tariffs) with your people, not to mention that if your fleet is particularly powerful, you could acquire goods through less than honest means. A rich trading port however, invites envy, you will have to fight off many a contender to your throne, and invade many other port towns in order to make yours the most prominent. Trade will be your lifeblood, as most natural resources would have been long stripped, at least on a large scale, from the coast and the surroundings, but with enough searching and good luck you might still uncovered an untapped vein of ore or some other thing of interest.

Now the important question is, how far do you march ? Do you claim a new piece of land and begin building your new home, or do you strike an already established port and seize it for yourself ?

The O marks existing cities, if you want to try and take one just write O1 or O2, once you get there I will describe it’s visible defenses, and you guys can decide if you think you can take it or not.
The X marks how far do you want to go in search of your ideal location. Once more, mark with X1 or X2, you can also describe what you are looking for specifically for a place to settle in, the further you travel, the more rolls you’ll get to find that fine place. The better the place, the higher the DC.

>Seize lands ( O )

>Colonize lands ( X )
>>
>>4980452
>Colonize lands ( X1 )

We don't have enough men to realistically seize anything, it'd be crazy for us to somehow be able to seize a wealthy port town on a major river emptying out into the Black Gulf with a few hundred men.
>>
>>4980452
>Colonize lands ( X 2)

Location for settle preferably with the following :
- a river delta
- nearby plains for farmlands
- a near hill for a future fort.
- Some small forests dotting the surroundings but not many.
>>
>>4980452
>Colonize X1
We don't have goblins right behind our asses, and we're further away from the other bank. Doesn't seem too bad.
>>
>>4980452
>Colonize lands ( X1 )
Adding
Location for settle preferably with the following :
- a river delta
- nearby plains for farmlands
- a near hill for a future fort.
- Some small forests dotting the surroundings but not many.
From
>>4980488
>>
>>4980452
>Colonize lands (X2)
>>
>>4980452
>Colonize lands (x2)
A mound with a river and I bridge is maybe one of the best locations one could have.
>>
Any of those aquatic Beastmen, the Lakemen, around? Or those amphibious Goblins, the Troglagobs?
>>
>>4980488
Supporting this
>>
>>4980488
>>4980624
>>4980644
>>4981204

X2

>>4980463
>>4980571
>>4980582

X1

Alright, X2 barely wins out, meaning you guys get to roll 1d100 best of 2 for the ideal location to settle.
>>
>>4980881

There are no lakemen around, but Troglagobs are an issue.
>>
Rolled 67 (1d100)

>>4981269
>>
>>4981272
How good are Troglagobs about trade? They're greenskins, but they have a glaring weakness: they can't stay out of the water too long or they dry out and die. As such, would they be willing to trade in return for metal tools and weapons they can't mine or smelt themselves? Large quantities of fish, seal meat, sea squig meat, and other hunted fare from the depths in return for a nonaggression pact and maybe working together in the future against rivals?
>>
>>4981297

If they have a leader smart enough to form a treaty with you, all that they will do is get their hands on more and more weapons and eventually betray you. Not to mention that other Princes will hate you guys even more since you are now trading with Greenskins...well Blueskins in this case.
>>
>>4981301
Alright. What other local communities are there besides the Sea Goblins? Are there any Halflings, Gnomes, Dwarfs, Elves, or Ogres nearby?
>>
>>4981302
The Dwarf seaport is noted on the map. Ogres can sometimes wonder down to the border princes, mainly acting as mercenaries. Gnomes are unheard of. Halflings are mystically rare creatures in the borderlands, since the borderlands are exceptionally dangerous place with little delicious food to offer, though there are a few acting as cooks for more tolerant and wealthy Princes. Elves are also an extreme rarity, you'd sooner see Drukari raiders rather than proper High Elves, and even then, in order to trade you actually have to give them something they'd consider valuable.
>>
>>4981306
Okay. What sort of human cultures are nearby? Immigrant communities from Ind, Cathay, Nippon, Araby, Southlands, Empire, Bretonnia, Albion?
>>
>>4981311

There are Tilean, Estalian, Imperial, Bretonnian and Strigany Princes. Araby Merchants do visit for the sake of trade, very rarely a caravan from Ind or Cathay may show up carrying rare goods.
>>
>>4981321
What about immigrants from the nationless tribes of the dark skinned humans of the Southlands? Do they have a notable presence amongst the immigrant population of the Border Princes? It is said they are fierce enemies of the local Beastmen of the Southlands, Ape-Men who skirt the line between natural primate cleverness and Chaos-born malevolent intelligence.
>>
>>4981337

Not really, they have to go through the Badlands infested with orks and they are not ones to deal with seafaring merchants.
>>
>>4981321
Albion has always been rather isolationist, so I'm guessing not many, if any, immigrants from the Isle of the Ogham Stones?
>>
>>4981359

The mists surrounding Albion are still up, so all you know are rumours and tall tales.
>>
Rolled 48 (1d100)

>>4981269
>attempting to establish trade with goblins
Sigmar preserve us!

Also here is the last roll so we can get on with it.
>>
>>4981375
Thank you, I am writing now
>>
File: Settlement location.png (6 KB, 821x643)
6 KB
6 KB .png
>>4981278
>>4981379

You begin the long and arduous march in search of a new homeland, searching for a specific place to settle that could meet the demands of a soon to be metropolis of your making. Unfortunately, the task is long going, you spend weeks marching and looking. The coast has long been settled, and it shouldn’t be surprising that the most prime locations have long since been claimed. Despite marching for so long, you are able to ensure that your supplies are not entirely devoured by the populace due to your proximity to the sea, still, supplies are consumed for repairs of broken weapons and arms, that were mainly used to beat back small groupings of greenskins or beastmen, medicine to keep people from getting ill (-1 Military).

Eventually, you are able to locate one location that meets at least some of your standards. A natural bay, in which ships can slip in to avoid the harshness of the seas, some local woodlands that can be cut down for ship or building making, and green field that could be easily cultivated. But it doesn’t take you long to realize why no one has settled here, as far as you can tell, the area does not appear to have any natural defences, there are no hills, and no rivers that could be used to further commerce. But this is most likely as good as it will get. You could still command your people to move further, betting that somewhere further, an even better place awaits you.
>>
>>4981385

>settle here

>Move further (You will go to X3, and give me 1d100 best of 1 to see if that location is better.)
>>
>>4981385
Are there any sightings of monsters or dangerous wildlife that could be hunted for trade, meat, or trophies?
>>
Rolled 31 (1d100)

>>4981385
>Move further (You will go to X3, and give me 1d100 best of 1 to see if that location is better.)
>>
>>4981385
>>Move further (You will go to X3, and give me 1d100 best of 1 to see if that location is better.)
>>
>>4981387

Hares, foxes, wolves, wandering beastmen, that sorta thing. Nothing too dangerous by border princes standards
>>
>>4981415
Any legends of this area of the Border Princes? Hauntings or undead infested Tomb complexes, particularly nasty bandit chiefs, strange occurrences unexplainable by natural laws?
>>
>>4981385
>settle here
While there's no natural hills or defensive terrain, Hill Forts were usually constructed on an Artificial hill anyway. We can make do here.
>>
>>4981451

You just got here, you have no clue, but just based on what the borderlands are, there probably are undead somewhere, maybe a vampire squatting in a damp cave somewhere. Bandits roam the lands either searching for booty or for, darker purposes. Whatever is here, if you wait long enough, it will be attracted by a new settlement, for good or for ill.
>>
>>4981458
Got it. Questlines and bounty missions will eventually be a thing.
>>
>>4981504
We are more here for carve our state and well, conquest. Bounties and quests aren t exactly what we are going to do for the most.
If i remember the border princes where for some time in the far past part of the nekehara empire, beside being part of the one of tylos/myrmidia. So there are likely ruins/tombs of them.
Before putting them to use they need to cleared, repaired and then find a purpose for them.
>>
>>4981386
>>settle here
>>
>>4981385
>Move further (You will go to X3, and give me 1d100 best of 1 to see if that location is better.)
>>
>>4981385
>>settle here
>>
We're not going to find a better place now I think. At least we can rest here and build a temporary outpost before setting out again. Or find a new settlement once we are prosperous enough.
>>
>>4981385
>settle here

We have a natural harbour, wood for building and good farmland which is the basis of ancient and medieval economies, this is as good as we can probably hope for. If your wanted resources we should've gone west.
>>
>>4981903
And we got neighbors, at least. Murderous sea-goblins, but at least their meat will have all the best qualities of mushroom and seafood, right?
>>
>>4982155
As long as it isn't chaos-meatloaf.
>>
>>4981389
>>4981404
>>4981799

Move to X3

>>4981455
>>4981694
>>4981837
>>4981903

Settle here

Close one once again, writing.
>>
After exploring the surrounding area, you give the orders to settle down near the bay. Your people are happy that they finally found their new home. For now, a city of tents and wagons has been set up, some of your people got to work fishing, some started to look around the land to figure out where they could grow crops, small detachments of your soldiers wonder into the woods in an attempt to protect your people who are busy chopping down trees and turning them into walls, buildings, and fishing vessels. At this early stage your people look to you for directions and leadership, while they will work on the various projects needed on their own, your direct intervention will smooth over a project. (-1 population, your people are busy making a new life, drawing manpower from them will delay any further projects, or it may even doom them to begin with)

>Lead your men in an attempt to subdue the small woods around you, the safer it will be, the less you’ll have to worry about it.

>Direct the construction of the defensive wall, after all, an unwalled settlement will not last long in this world.

>Direct the construction of the houses, an early planned city will make it easier to expand efficiently later.

>Establish new farmlands, fish is good and all, but it does stink.

>Construct a pier and begin the fishing business in earnest.

>(Write in?)
>>
>>4982360
>Direct the construction of the defensive wall, after all, an unwalled settlement will not last long in this world.
Once we have a sturdy foot hold then we can start constructing other essentials after we insure if there is an assault our people are safe
>>
>>4982360

>Direct the construction of the defensive wall, after all, an unwalled settlement will not last long in this world.

A strong defensive advantage and something that allows a few watchmen to guard it during the night without being overwhelmed is an excellent start. We can clear the woods afterwards, the same applies with the planned streets, we can have an "old quarter" where the oldest infrastructure is but have a more planned layout grow out around it.
>>
>>4982360
I'd say defensive wall. But next up I'd get started on a pier for fishing for food. I'd keep an eye out for those Troglagobs, Greenskins live for war, and when they notice we're trying to settle down near them...
>>
>>4982360
>Direct the construction of the defensive wall, after all, an unwalled settlement will not last long in this world.
>>
>>4982364
>>4982385
>>4982445
>>4982469

Wall it is, 1d100 best of 3
>>
Rolled 33 (1d100)

>>4982480
>>
File: Motte and Bailey.jpg (182 KB, 1072x686)
182 KB
182 KB .jpg
Rolled 3 (1d100)

>>4982480
A wall is a start, but what we really should aim for is a simple Motte and Bailey castle design. A 5-8 meter tall artificial hill which holds our main living quarters plus the bailey that contains a barracks, smithy and food storage, both of which are then surrounded by a deep and steep ditch to deter attackers. We're lucky enough to have ample sources of wood for construction, so we can probably construct an outer bailey that can house living quarters for the populace too.

How does the coastline look, OP? Are there any cliffs we could use to protect one side of the settlement, or are we so unlucky to only have sand beaches as far as we can see?
>>
Rolled 40 (1d100)

>>4982480
>>
>>4982485
i would prefer if we wait directly for having a source of stone or buy it so we can make a castle, or even just a stone fort. That is the minimum for standing against larger enemies, or just in warhammer.

Right now we should reinforce as best as we can the wood wall around the settlement maybe making some simple watchtowers on it too.

Our soldiers are 300 ish right now, and i imagine the people with us would be more than 100. So the one in the image looks too small for all of them.
>>
>>4982485

It's a sandy beach for about 4 meters and then it sharply rises by about a meter, and the coastline itself gets flooded by about a meter in hightide. So nothing really that can be used for defensive purposes. I am also writing
>>
>>4982483
>>4982485
>>4982486


The construction of the defensive wall is slow going, to say the absolute least, you find that some of the wood is simply too brittle for construction, some of the land simply sees the logs sink in, the complete and utter lack of experience on behalf of the construction workers annoys you to no end. Whilst other projects are developing slowly, but steadily, the construction of the wall lags far behind, with less than 1/3 of the distance you hoped to cover actually somewhat standing during the period of 2 weeks.

>Continue on this project

>Concentrate on the next

>Perhaps searching for skilled engineers will be more useful than commanding yourself.

>(Write in?)
>>
>>4982503
>Perhaps searching for skilled engineers will be more useful than commanding yourself.

we have still one of wealth so we could hire some maybe.
>>
>>4982491
Our best bet for defensive stoneworks would be to strike a deal with the Dwarves of Barak Varr instead of attempting to source it locally, their merchant navy is large and can carry stone down river much faster than we can haul it from a quarry by land and can provide experienced workers to build our walls. But even so stoneworks is far in the future due to how expensive it is to transport the material needed to build it.

The overwhelming advantage to a Motte and Bailey is that it can be built quickly and with very little expense as it just requires wood for construction, which we have in abundance. If we hold off on constructing proper defensive works because we want the higher tier one, the question becomes if we can survive long enough to build them. We don't need stoneworks right now, we won't be fighting armies with cannons and trebuchets, we'll be dealing with small raider groups and goblin tribes.

>Our soldiers are 300 ish right now, and i imagine the people with us would be more than 100. So the one in the image looks too small for all of them
Yes. A traditional castle, or any medieval fortification for that matter, wouldn't be built to house whole towns worth of populations. They were military strongholds that primarily housed a Lord, his entourage and a few hundred soldiers at most. An outer curtain wall can be constructed to protect parts of settlements built around a castle, but the actual castle would have few or no living quarters for civilians.

>>4982503
>Perhaps searching for skilled engineers will be more useful than commanding yourself.
A weak wall won't serve our settlement at all, we need someone who can direct the construction properly.
>>
>>4982503
>>Perhaps searching for skilled engineers will be more useful than commanding yourself.
>>
>>4982517
Maybe we could invest in a cavalry or more crossbowmen down the line.
Maybe the engineers we hire can helps us build a motte too, alongside the wall. As well connect us to the Old Silk Road which seems near our settlement.
>>
What sort of crops and livestock do we have with us?
>>
>>4982503
>Perhaps searching for skilled engineers will be more useful than commanding yourself.
>>
>>4983200

Wheat and barley. You have draft horses and oxen.
>>
>>4983356
>>4982526
>>4982517
>>4982515

Okay, searching for an engineer.

I would like for you guys to decide what you will offer to the engineer and then make me 1d100 best of 3.
>>
Rolled 75 (1d100)

>>4983575
1 Wealth and a privileged position as chief engineer among our settlement, plus a plot of land equal to 8 acres. Though, this is the highest we are willing to go, if we can try to negotiate him down to only one or two of these things.
>>
Rolled 19 (1d100)

>>4983575
>>
>>4983572
We need better food. Nobody wants the same dogshit meal over and over again and again. We need to start acquiring pork, beef, and poultry. And mushrooms, celery, potatoes, carrots. And get some of those Indish spices, and maybe Cathayan or Nipponese food. Hell, if we can recruit a Halfling chef, they'd keep our bellies full.
>>
>>4983594
Any Dwarf Engineers from Barak Var willing to help out mailings for a price?
>>
>>4983603
>>4983604
You gonna roll?
>>
Rolled 37 (1d100)

>>4983575
75 is a pretty decent roll, not sure I can make it better.

>>4983594
+1 to the Wealth Offer and privileged position, but I'd rather not bargain away land at this stage.
>>
>>4983649
8 acres is tiny, it's like a decent plot of land for a typical medieval family of 6, just enough to sustain the engineer if he were hypothetically to simply live as a farmer rather than as our chief engineer.

We could lease it to him instead on a 10 year lease but have a certain period be free or something instead, though this isn't our starting offer just the maximum we would be willing to go hypothetically, I don't want to give him all of these things either if we can negotiate him down.
>>
>>4983611
I rolled a 27
>>
>>4983604
manlings, not mailings
>>
>>4983689
If we have Barley, we could make some beer. Maybe hire a dwarf Engineer with an added payment of beer as well as gold?
>>
>>4983594
>>4983599
>>4983649

Due to the fact that your new settlement is rising in the lands that could be considered “civilized” it does not take you long for messengers to reach other settlements, combined with your men watching the road and the travellers on it, you are able to locate an engineer, an old man from the Empire, a lowborn who got sick and tired of the system of feudalism and decided to look for an opportunity to express his talents somewhere else, at the very least that is the story that he gives you. With the promises of wealth, prestige and land to call his own, he eagerly sets out on the construction (-1 Wealth). This process takes you about 2 weeks, but hopefully the wall construction will catch up with your other projects now.

While looking for an engineer, your men watching the road and the various runners were able to get a better idea of the area around you and immediate threats.

There are 5 different settlements in a week’s march around you, two are small fishing villages, with total inhabitants numbering around 500 each. There is one large settlement housing 2,000 people, deeper inland, with open pit mines, extracting raw ores needed for tools, weapons, and armour. Then there’s the two main trading towns situated next to the major rivers, each housing between 7,000 to 10,000 people.

The scouts also report that the fishing villages are currently busy fighting off small, but endless, raids from troglagobs.

>Your projects are ongoing, you can command one of them.

>You could contact one of the settlements for trade or other such things

>(Write in?)
>>
>>4983816
>Send an envoy to the various fishing villages under attack and see what they are willing to offer in exchange for our help in fending off the attacks or pursuing them to their source.

Perhaps if we can become a reliable figure in the minds of the local villages we can work our way into becoming the ruler of all the assorted smaller villages under the auspices of protecting them in exchange for their fealty and taxes. From there we can become someone worth dealing with the larger towns.
>>
>>4983816
>>(Write in?)
Offer to the fishing villages to put an end to their monster problems, in exchange for something. Of course they don t have much money and trade would be small.
>>
>>4983816
Good to see I wasn't the only one thinking along the line of expanding our influence by protecting the fishing villages. Maybe we can offer a small garrison of Pikemen/Crossbowmen to each village in exchange for taxes?

OP, áre we allowed to split our current units into smaller detachments or are we already at the smallets unit size?
>>
>>4983867

Unfortunately no.

Crappy or horde units are larger at 200
Basic units are 100
Elite are 50
Artillery is 5 pieces if heavy, 10 if light.
>>
Then I think it best if we act as a rapid reaction force if this whole thing works out. But for now lets just focus on getting something in exchange for our services and then see if we can build this into something more.
>>
>>4983935
Unless the villages are within a days marching distance we most likely won't be able to make much of a Rapid Response Unit as we lack cavalry at the moment. The post says "within a weeks march", so whenever we get word of an attack from these villages it's most likely already over and sortieing would be pointless. Our best bet would be to hopefully scout out the location of these troglagobs and striking at their nest with out full force.
>>
>>4983992
I meant in the far flung future, if and when we rule these other towns, not now.
>>
>>4983816
We should hunt some Troglagobs. Maybe find out who the Troglagob Warboss is. Maybe he's based safely in the water while his minions are out attacking? He might even have a Great Sea Squig!
>>
>>4983834
>>4983837
>>4983867

Right, about 5 hours passed. So I am going with you guys sending envoys to nearby fishing settlements to see what they are willing to offer for help.

Writing.
>>
Although lacking in diplomats or any skilled envoys at all, you need not those trained men when dealing with fishermen, you are able to get an honest read on the villages situations. Troglagobs started attacking fishing boats when they went off deeper into the sea, eventually the locals started fishing in bunched up large fleets, with every fisherman getting themselves a spear to stab at the troglagobs whenever they emerged or tried to steal their nets. Now however, the situation has further escalated, to the point where troglagob warbands would emerge on to the shores and attack the settlements themselves. So far, the villages had not called upon anyone’s aid, fearing that they will simply use this opportunity to annex the villages into their domains. As such, unless you are willing to help them in exchange for fresh fish, crabs and the occasional pearl, they do not want you to involve yourself with them. They also give you a warning, that the troglagobs might start targeting your lands once they catch wind of you.

>Since this was just your messengers, at the end of 2 weeks they will return with this message, in the mean time you can command a project or do something else.

Once the response arrives what do you do

>Leave them be

>find a compromise(write in)

>Allow their fears to manifest true and conquer them.

>(Write in?)
>>
>>4984284
Find a compromise. Gain access to Trade with them in return for protecting them from Troglagobs.
>>
>>4984284
Supporting this >>4984354

>In the meantime, patrol the nearby woods during the 2 weeks we are waiting.
>>
>>4984284
>>Leave them be

We can wait more, if our settlement is also targeted it would be a problem. So better be ready for that.
>>
>>4984284
>>Allow their fears to manifest true and conquer them.
Genocide? Genocide
>>
>>4984354
>Support
During the two weeks I think we should start setting up some simple patrols for the meantime along the banks and woods to keep an eye out for any potential threat
>>
>>4984284
What can you tell us about this band of Troglagobs? Gork, Mork, or both worshippers? Or some animal god like the Forest Goblins have with the Spider God? Has any information on their Warboss or Shaman been leaked? And what weapons do they have, sharpened coral? Driftwood and unforced iron deposits as clubs and spears?
>>
>>4984965

The fishermen have no clue who they worship. So far, the villagers have not seen any particularly stand out boss or shaman. They wield driftwood, corals, rusted tools and weapons, basically anything and everything that might end up in the sea. Though it should be noted that they do not wear armour, which makes them fast little bastards
>>
>>4984354
>>4984375
>>4984696

Find a compromise and patrol the nearby area, clearing it out of any beasties. Please roll me 1d100 for the patrol to see how well it goes, best of 3.

As the newest contender for the borderlands, you decide that antagonising your neighbours as soon as you meet them is not the wisest of ideas, eventually you are able to strike a compromise. The fishermen will provide you with food in times of need, in exchange you will provide military support against outside uncivilized threats. The fishermen also transport and give you the boats that they no longer need, or those that no longer have owners, this allows your project for establishing a stable fishing industry to be completed in no time, finally, fat delicious fishes will fill the ever-growing settlement, and your dinner table.
>>
Rolled 53 (1d100)

>>4985041
>>
Rolled 45 (1d100)

>>4985041
>>
Rolled 52 (1d100)

>>4985041
>>
This quest is cursed with bad to mediocre rolls
>>
>>4985035
Any sort of warbeasts, like Squigsharks or Giant Crabs?
>>
>>4985080

Ain't that the truth, but at least it makes it more challenging.

>>4985082

They have not seen any, no.

Also, writing.
>>
Now that food is no longer a pressing concern, you begin to do what you do best, lead men to battle, with your mind fully concentrated on the task, you plan out efficient and effective patrol routes, if one patrol is attack, two other can rush to their aid in mere moments, whilst still covering large swats of ground. The only true minor hiccup that you had experienced during all this was, when one of your patrols ran into a small herd of beast men deep in one of the forests, this then naturally caused more and more of your patrols to be drawn in, at the end of the day, your men exterminated every last one of those destructive scum, however, it still costed you a couple of lives of your precious professionals, though nothing that will have impact in any large scale battle.

A few days after, you greet an envoy in your humble (temporarily) abode. The man represents Prince Pyotr Randova, a kislevite, judging from the name.

“My dear Lady, an honour to make your acquaintance, my Prince, your neighbour to the North, protector and guardian of Trogda, and the great armourer of the nearby lands, wishes to establish friendly ties and good relations, with our new neighbour. It has also come to the attention of my Prince, that you have quite the formidable force under your employ, as a gesture of good will and further cooperation, my lord would like to send you the necessary equipment to upkeep such fine troops. (Possible +1 Military)

In fact, my lord would also like to cooperate with you, in the clearing out of the various dangers between his realm and yours, as well as a construction of a new road, connecting both of your lands.”

>Tell your Lord that I accept this deal, and hope to cooperate with him in the future.

>Though I appreciate the gift, I will have to decline your offer of joint military expeditions, at least for now.

>I, unfortunately, decline your offer, I wish to be left to my own devices.

>(Write in?)
>>
>>4985095
>>Tell your Lord that I accept this deal, and hope to cooperate with him in the future.

Something tells me this guy will attempt to gain suzerainty over us, but it seems like a good deal. That, and we seem to be regarded as having a large force, which to be fair we realistically would have a larger force than most nearby towns if you say it takes 10 farmers/miners taxes to equip 1 professional.

I don't mind either way, we don't have to be top dog right away, though we should probably consolidate our rule over the nearby villages soon.
>>
>>4985095
>>Tell your Lord that I accept this deal, and hope to cooperate with him in the future.
>>
>>4985101

Professional soldiery, that is actually loyal, is valued immensely in the Border Princes, there are only a few states, Myrmidens being the most prominent, that can afford to have a large number of loyal professionals. So yes, you guys are very tempting indeed.
>>
>>4985109
Well, we could always do that. Also, what sort of Beastmen attacked us? The regular Goatman Gor and Ungor variety, or a more exotic type, like Minotaur, or some other, less coherent gribbly?
>>
>>4985135

It just seemed to be "common" variety. Nothing that your men couldn't handle.
>>
>>4985095
>>Tell your Lord that I accept this deal, and hope to cooperate with him in the future.
>>
>>4985101
>>4985103
>>4985170

Accepting the deal it is.

“Tell your Lord that I accept this deal, and hope to cooperate with him in the future.”

“Excellent, I will relay your words to my Lord as soon as possible my lady, you can expect the supplies to be sent as soon as I return.” The envoy bows before departing.

With that matter solved, you can now once more dedicate your attention to the ever-growing town. As it stands right now, all the projects are underway.

Your engineer has been a godsend, when it comes to identifying proper construction material and finding the most suitable places to build the wall, to the point where the project is nearing completion at an extremely rapid pace.

The farmland project has proven to be lacklustre, with only a few experienced farmers amongst your people setting up small individual farms. Which raises important points:
>How will you distribute the land ? How many acres to each farm ?
This raises further questions.
>Will you establish your Princedom as a nobility ? If so, how much influence should the nobles wield ? You could try to transplant the traditions of Tilea onto these lands and found a democracy, a true one, one limited to those of more…pedigree, one based on wealth ?
>Through all this, your faithful knight is still awaiting for you to hold your end of the bargain in granting him land, what should you give him ?

Your towns building project can be considered “done”. The buildings are made out of wood and thatch, hardly anything impressive, but it keeps your people warm,
>you could definitely expand this for more proper constructions if you want.

The fishing business is going swimmingly, though your fishermen are already reporting troglagobs harassing them, but since they were prepared, they were able to easily fight them off. Still, this could devolve into a more pressing matter.

A simple pier has also been established, and the first trading ships have come, so far, they only offer simple and common goods for your people, furs, salted meat, etc.

Your patrols are managing the surrounding area effectively, so far, so good. No true major threat has appeared.

You have also reached the point, where further expansion will either be limited to one project at a time, due to the lack of people,
>Maybe you can address this issue and attract more people.
Setting down a proper government will take time, so will addressing any other issue. You can however deal with your knight and still do a thing.


YOUR STATS:
Military 1 (Used for military actions, supplies and the like)
Loyalty 2 (Shows the loyalty of the army and their willingness to follow your orders)
Wealth 0 (Your state’s treasury, a collection of taxes, tariffs, loot, uncovered treasures)
Influence 2 (Used for diplomacy and intrigue)
Population 0 (Your future soldiers, current tax base)
Items:
Black super-heavy greatsword
Your current forces:
2 damaged units of pikemen
1 unit of crossbowmen
Knight Champion
>>
>>4985221
A true democracy, within the confines of a republic. Stay anti-Chaos.
>>
Also, who are the main enemy characters so far? We've faced Orcs, Troglagobs, Beastmen, and aided one human force against another. Do we know who the leaders of these groups are, and whether they may want revenge against us in the future?
>>
>>4985230

You have no idea. Though the Spirrizzi are probably not all too fond of you.
>>
>>4985221
>How will you distribute the land ? How many acres to each farm ?

8 to 12 acres per person as private land to be farmed and to hold their homes and do with as they please, 8 acres if all the land given is good quality, more if some of the land is poor quality to balance things out. The rest of the land is to be common land to be farmed and harvested by anyone for the common good and to support the community as a whole. Inheritance among commoners is to be Gavelkind, including women, as this type of inheritance encourages population growth and ensures each family member has enough to support themselves or will eventually. Common land can be bought, this will be necessary as the gavelkind inheritance will make land holdings smaller and smaller as they are split, so peasants will have to work hard to buy more land to be able to support their families.

>Will you establish your Princedom as a nobility ? If so, how much influence should the nobles wield ? You could try to transplant the traditions of Tilea onto these lands and found a democracy, a true one, one limited to those of more…pedigree, one based on wealth ?

I'm ambivalent on this issue, but I suppose we'd want ourselves to be the initial ruler, so I'd guess that we will establish ourselves as sole ruler for now, though perhaps we can ape Tilea and found a democracy later, if we do do a democracy I'd prefer it be a true one, though with limits on who can vote in regards to the age, mental capacity, etc, etc, no toddlers or mentally impaired people running for office or having family members submit the votes of their disabled child who fell on their head as a babe.

>Through all this, your faithful knight is still awaiting for you to hold your end of the bargain in granting him land, what should you give him ?

Yeah, give him a decent plot of land, at least 24 acres or something, maybe bigger I dunno.

>you could definitely expand this for more proper constructions if you want.

Build a communal granary, something secure watched by both members of our military and any volunteer guardsmen to insure there isn't any corrupt grain theft.

May as well get started on those roads and a grid system in town now, though slowly, no need to rush and spend money we don't have buying imported stone, just get some volunteers or some people willing to work for what tiny amount of pocket change we have around to carry some good fitting stones into places in the streets.

>Maybe you can address this issue and attract more people.

Spend some of our Influence stat to attract some people fleeing any number of wars between the Border Princes and also to get a proper diplomat. To avoid having to give this diplomat any wealth try offering shelter to a skilled diplomatic envoy who had a falling out with their overlord.
>>
>>4985221
>On form of government
As the person who led and united them to this land, there is no other choice but declare ourself as sole hereditary princess. When we die the position shall fall to our descendants. A democracy, whether true or a noble one, is something we shall aspire to. In the near future, when things are stable and an upper class established, we can create a parliament filled with the most influential citizens in an advisory capacity. How things go from there is to be decided later.
>>
>>4985221
>Will you establish your Princedom as a nobility?
How about a limited Republican Dictatorship, where we and our descendants act as Rulers but share power with an Elected Representative Council?

>you could definitely expand this for more proper constructions if you want.
I'd really like to see an expansion of our pier and the construction of a trading fleet in the future, though I have no suggestions for the time being so I'll back the Granary.
>Build a communal granary

I'll leave the other points to those more autistic than I.
>>
>>4985221
>Will you establish your Princedom as a nobility?
How about a limited Republican Dictatorship, where we and our descendants act as Rulers but share power with an Elected Representative Council?

>you could definitely expand this for more proper constructions if you want.
I'd really like to see an expansion of our pier and the construction of a trading fleet in the future, though I have no suggestions for the time being so I'll back the Granary.
>Build a communal granary

I'll leave the other points to those more autistic than I.
>>
>>4985221
>How will you distribute the land ? How many acres to each farm ?
We will distribute the lands fairly between our free men. Though our soldiers, will get 30 more acres each due to their services. We will keep a 25% of the lands under our family.

>Will you establish your Princedom as a nobility ? If so, how much influence should the nobles wield ? You could try to transplant the traditions of Tilea onto these lands and found a democracy, a true one, one limited to those of more…pedigree, one based on wealth ?

We will create a republic, though we will keep the title of Prince and remain as it s main political and military leader.
The nobility will have a small-medium amount of power, with us and our family being the exception.
The republic will be based in small part on wealth and noble blood someone has, while instead it will be more important the martial capacities and military successes done for the republic and the political achievements.

An hall for the republic and a plaza will need to be made, after our walls are ready.

>Through all this, your faithful knight is still awaiting for you to hold your end of the bargain in granting him land, what should you give him ?
Our knight will receive the lands he requested (more than one of our officers), as well being granted the black greatsword we have with us.
>>
>>4985221
>>4985252
Quick correction to my input, the 8 to 12 acres is to be per family, not per person.
>>
>>4985285
To add to this we could also create a paper of rights and duties for citizens, ensuring they aren't mistreated in our state. This alone should attract many people.
>>
Any news about the Border Prince Gashnag?
>>
>>4985346

You've only heard some far flung tales back in Tilea. So no, nothing.
>>
So far I am seeing you guys wanting to establish what basically amounts to a parliamentary monarchy, with the possibility of moving on to a proper democracy.

Nobility (Y/N) is still divided, if someone could chirp in, that would be swell.

Constitution/Bill of Rights (Y/N) ?

Same with land distribution, but commoners get up 12 acres, and soldiers get a bit extra, you yourself will then hold 25% of total. Correct ?

People have agreed on a granary.

The knight will get some farmland which he will lease in order to maintain his equipment and lifestyle.

And finally, spend influence for more people.


Once more, please vote, this is very important going forward. For example, getting a parliament will make managing increasingly larger territory easier, and will not cause so many revolts, but it also means that you will have to deal with a parliament that may disagree with what you want to do.
>>
>>4985364
No nobility. We should have everyone be equal.
>>
>>4985364
And we should have a bill of rights. Also, you said there were Troglagobs, but jo Lakem
>>
>>4985367
No lakemen, but those are primarily found in Bretonnia anyways. What about menfish? They're not necessarily Chaos-born, but they're also hostile to everything they encounter. https://www.google.com/amp/s/graemedavis.wordpress.com/2020/08/08/menfish-another-lost-warhammer-race/amp/
>>
>>4985364
>Nobility (Y/N) is still divided, if someone could chirp in, that would be swell.
Y. No nobility at all would make nobles that we conquer shit themselves, which could be a problem for future conquests. And our family will become no doubt rich and powerful. But on the other hand we should limit the nobility power in our state, with laws in our state right now.
>Constitution/Bill of Rights (Y/N) ?
Y.
>Same with land distribution, but commoners get up 12 acres, and soldiers get a bit extra, you yourself will then hold 25% of total. Correct ?
Correct
>>
>>4985368

There are no menfish.
>>
>>4985364
>Nobility

Nobility isn't just titles or whatever, it comes with actual legal privileges that I don't think we want certain people having, so no I vote no nobility what so ever.

>Bill of rights
Yes.

>Land
Sure, something like that.

>Influence spend
Yes.

>Political system
I'd rather not have a half-assed monarchy, if we want unilateral decision making power we should just go for that and try to switch to democracy later. That way we can set up a firm foundation and then give the people their ability to decide their own fate later on after we've established a working state, a unique culture has appeared to rally behind, and hopefully people aren't gone crazy on weird ideas or populism.
>>
>>4985381
I agree with everything said here.
>>
>>4985369
>support
Don't forget we live in a land called the border princes, if we start acting hostile toward nobility as a whole we will have a hard time with trade and other factors with our neighbors
>>
>>4985447
I mean, we arguably aren't deciding on a hostile foreign policy to other monarchs or nobles, just saying that there are no nobles in our land. Besides, just because the land is called the border princes doesn't mean that there is an extensive hierarchy of middle-ranking nobles in every territory, in some there could hypothetically just be a Prince or Princess ruling a principality and then no other nobles in between in the hierarchy.
>>
>>4985364
>Nobility (Y/N)
Yes. Influential people and loyal service needs to be rewarded. They will also help us rule. It doesn't mean that the nobility will powerful, just that a certain amount of service will grant you privileges.
>Constitution/Bill of Rights (Y/N)
Y. Freedom of religion, barring chaos worship, will get us a lot of refugees
>Land
Y
>>