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

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

Utland is a small coastal Kingdom, it's population it's mostly conformed by Humans, with a few minorities of elves and dwarves.

>The treasury is almost empty, but it's slowly growing.
>There's a medium port in the capital, it produces a small ammount of gold coins through commerce with other kingdoms (Currently not working, repairs needed).
>There are farmlands to the west, producing just enough food for the kingdom.
>The bridge at the west has collapsed a few years ago.
>There are three mayor guilds in the kingdom, the Wizard's Guild, the Merchant's guild and the Warrior's guild, all of them have been requesting for a long time to have their own academies in the capital (Not enough money to fund them right now).
>The king is almost four years old.

Defensive Allies:
>Echian Kingdom

Friendly:
>Tendalle Republic (Elves, fighting a defensive war against Drendald Kingdom (Elves)

Neutral:
>Drendald Kingdom (Elves)
>Guk'Daral Kingdom (Dwarves)
>Rhayd Empire (Mixture, mostly Humans)

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

>A) Build more farms (1 action point).
>B) Send and emissary to a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Repair the Port and commerce ships. (1 Action Point)
>E) Repair the west bridge (1 Action point).
>C) Write-in (1 Action Point).
>>
Rules (same as old quest):
-Each turn is a Month in game
-Each Turn an Edict and an Education Policy is passed through vote.
-The Counsel Edict are Law in the Kingdom, and are Absolute, it will affect the Well-Being and Survability of the Kingdom.
-The Education Policy are what the young King will study during the next Month and will determine at the End if the King is Useful and Competent at all in anything.
-No Turn pass until an agreament is reached by the Consel member, they'll have time to Debate and can Change their vote on a whim.
-If Really too much time pass, and No Agreament can be reached, the Young and Inexperienced King will come and pick at Random(i.e: I'll Roll, and you'll have to deal with it.)

>Anyone can join, just remember to pick a name so I can count your votes.
>>
>>482666
Well, let's see if I can get the game started for you, OP.

My vote is re-establishing our port. As a coastal kingdom, no ships and no usable port is really hampering our ability to prosper.

That's one action point, I propose we use at least one of the ships to explore northward at the cost of .5 action point. Perhaps find some islands with safe harbors that could be settled.
>>
>>482723

Seconding this.
>>
>>482723
This

Also, lets send and envoy to the dwarf kingdom, and as a education policy, lets have the young king learn about the world, in a general studies kind of thing
>>
>>482821

Name
>>
>>482723
This

Education policy. Leading A Kingdom and Magic.
>>
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>>482723
>>482738

One month has passed.

The Council, heavily influenced by the Merchant Guild, has decided to repair the capital's port in order to bring back the commerce ships to the kingdom, the works have begun, but It would take another two months more to finish.
In the next days a single ship is going to depart towards the north, seeking for new, unexplored lands.

Meanwhile two ambassadors have arrived, one from the Kingdom of Echia, offering us wood, and another one from the Kingdom of Guk'Daral, offering us Iron.

What would your orders be? (1,5 action points, 2 gold):

>A) Take the iron (Could be used for farming tools, weapons, or other) (1 GOLD, 0.5 AP).

>B) Take the wood. (Could be used to accelerate the repairs on the port, or other.) (1 GOLD 0.5 AP)

>C) None of above, let our treasury grow. (0 AP, 0 GOLD)

>D) Build more farms (1 action point) (takes 4 months, if we have Iron takes 2 months).

>E) Repair the west bridge (1 Action point) (takes 2 months, with Iron takes 1 month).

>F) Write-in (1 Action Point).

For now, the king is yet too young to start being specifically educated, he's yet learning how to talk properly.
>>
>>482821
>>482825
>>482833

Didn't see you guys, but anyways, and by coincidence, we met a dwarf ambassador.

FORGOT TO ADD, if you want to offer or demand anything else to the currently present ambassadors, you can do it for free.
>>
>>482840
Take the wood, of course!

A port is only as good as the commerce that goes on within it's seawalls, and once we have set a proper system of tariffs and taxations, we will be able to afford iron with no problems.

If possible, let the Guk'Daral ambassador know that once we have completed our current wave of city repair and reform, we would be more than happy to entertain his proposal of trade once again.

Use the excess Action Point to being laying the foundations for our mercantile empire. By which I mean, we need a decent and fair system of taxes to apply to all trade and storage that takes place within our city walls.
>>
>>482856
And, well...education for the heir, of course. Well, let's see. I should weigh in, after all. Otherwise, some might get the wrong idea, and suspect that I'm simply using this position to better the interests of the Merchant's Guild!

Ahaha! Ha! Ha! Which is ludicrous of course!

Let him study how to manage the Kingdom's affairs. >>482833 The Jester has hit upon an excellent idea in this, and while I don't particularly find the idea of magic a worthy study...

Well, one must compromise, after all. Add my vote for education to the honorable Councilor John.
>>
>>482856
>>482861
This.

OP post.
>>
>>482666
I think what would be best for the Kingdom is to give the loafers a good kick in the backside so we can focus on what's most important of all, magical supremacy. Let's raise taxes on the poor and give it to the magically capable for their research with the limitation that the crown is entitled to a copy of any knowledge produced. It'll be good for the morale of the people who actually matter and it will put us on the path of world dominance. All good things.
>>
>>482840
I say B and E. That way we will be directly connected to every mayor nation around us and will be a important centre of trade.
>>
For now, the votes are as follow:

Merchant Representative: (B and F1)
The once Jester John (B and F1)
Knot Evallily (F2)

>>483280 Sorry, what was you name, counselor?

Voting will end in a few minutes, if anyone wants to join in or change your vote.
>>
>>483596

>B
>D

We can tax things later and if we have more farms we can offer a trade route with the dwarves (food for iron) and then iron for wood with the other kingdom, and of course tax those routes
>>
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The assembly concluded, the votes were uneven:
Merchant Representative: (B and F1)
The once Jester John (B and F1)
Court Vizier, Knot Evallily (F2)
Admiral Harambe (B and D)

We've accepted the exchange with our twin kingdom, the Kingdom of Echia, surely their wood will make us strong ships and docks to feed our mercantile expectatives.(Spent 1 GOLD and 0.5 AP)

We had to say no to the Iron, atleast for now, instead we will be using our remains of gold to start funding the Merchant Guild, which will be assigned with the task of creating a proper system of tariffs and taxations for the Kingdom (Spent 1 AP / 1 GOLD).

Regarding the young kid's education, he'll taught about the Kingdom and how the politics on these lands work, alongside we have also assigned one the court's finest wizards to teach him the basics of magic. He's yet too young to learn much about these topics, but we would be also teaching him how to learn which indeed, it's usefull.
(Cont)
>>
A month has passed since the last assembly.

The wood we bought has indeed helped a lot in the development of our docks, there are some bourgeois starting to build their merchant ships, and also there are already some ships sailing to both the

Tendalle Republic and the Echian Kingdom. It'll take atleast a month or two before we start making profit from this.

Our explorers have yet not returned from the North.

The war between the Tendalle Republic and the Drendald Kingdom continues, there's no winning side yet, both kingdoms have it rough. If we'd have Iron to make weapons, they'd be highly demanded by kingdoms at war.

Our new port will attract more people to the kingdom, which would clearly boost our productivity, but without more farms to feed them, noone would come.

Which are this month's orders? (1.5 AP/0 GOLD):

>A) Build more farms (1 action point).
>B) Send and emissary to a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Repair the west bridge (1 Action points).
>E) Write-in (1 Action Point)

Note: GOLD regenerates 1 point every two turns for now, (Next turn you'd get +1)
>>
>>484112
Forgot the add, the young king is now four years old, long live to the king!
>>
>>484112

The farms would make for a wise long-term investment. It wouldn't do if we had only local fisheries and Imports to feed ourselves.

>>484117
Ah, perhaps we could hold a modest birthday party for his Majesty? I must think of a present.
>>
>>484112
Can we do anything to increase our action points? Like hiring more civil servants or something like that? We'll probably need gold for that though.

>A
>C south
>>
>>484172
Well I don't want that many actions per month because the king would take a lot to get older, but maybe when the kingdom gets bigger we could upgrade to 2 AP per turn somehow.

>>484140
If you want to give the King a gift before I post, you can do it for free obviously.

Doing A and C in a few moments if noone else shows up.
>>
>>484172
Seconding this action.

As per th last thread, I would like to propose that we have three orphaned human girls grow up alongside the King. They will serve as his elite bodyguards and, if the need arises, harem.

Additionally, what is the status of religion within the kingdom?
>>
>>484294
For free, you say? I suppose that i can gift His Majesty a Book of Fables.

I'd think that the King would be a lot able to make creative decisions if he grew with an active imagination.

Thus, I shall go along also with A. But it feels like saving just a bit of our AP would pay off.
>>
>>484300
Okay, I'll have your proposal in mind on the next post.

The kingdom has not any offical religion, the religious differences are primarly divided by races, although there are not any temples on our city, there certain religious precense on out people:

Most of the elves minority pray to the elf mayor god Liothiel, god of Nature.

Dwarves minorities in our Kingdom are mostly part of the Church of Gulthyn, dwarven god of exploration.

As for the Humans, I'd let you freely sugest the deity we follow.

A new cult had been brought to the Kingdom lately, it's a Nectomatic Cult from a far away land, it is known as the Murak'Zul cult.
>>
>>484335
What a fool am I.

I forgot to mention, AP points do not stack up.
>>
>>484112
My, not telling me when the next assembly is...it's almost as if someone is trying to discount my voice in our fair kingdom's prosperity.

In any case, the people cannot eat gold. I will back >>484140 on his proposals, he has the ear of the lower class and their support is always welcome.

>>484357
Is there a god of trade and prosperity, perchance?
>>
>>484422
I would much rather follow a God of empathy and kindness.
>>
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This month's assembly wasn't as uneven as the past, it even finished so quick that the counselors starting to drink and tell stories about the old king.

Konstantin Wolfe: (A)
Francis XII: (A, C)
Commander Jerik: (A, C)
Merchant's Representative: (A)

The merchant ships that left the capital last month are already back, bringing different products to the city, and few inmigrants, mostly elves escaping from the war in the Tendalle Republic.

It's been a while since our explorer left to the north, and he's finally back, dressed with stained rags, he apparently was captured by thieves and pirates, and held prisoner in an island, but managed to escape.

We've sent a new explorer to the south through the river, may he be blessed with better luck than our last expedition(0.5 AP).

The citizens have started to prepare the plains south to the capital to make farms, it'll take two months more to finish(1 AP).

The young King turned four years old, there was a party and he was given a gift by Konstantin Wolfe, the Lower Class' Representative, it's a book of fables, the king will improve his reading skills significally with it, we have also ordered to find three orphan Human girls to serve and grow alongside the king.

An ambassador from the powerfull Rhayd Empire has arrived to the kingdom's court, he'll gladly sell us a map of the empire's know lands for the right price.

The treasury has grown! +1 GOLD

What are your orders?(1.5 AP / 1 GOLD):

>A)Buy Iron from the dwarves to make tools, improving our farm development speed (From 4 months to 2)
>B) Send and emissary to a nearby kingdom (which?). (0.5 Action points).
>C) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>D) Repair the west bridge (1 Action points).
>E) Get in debt with the merchants and buy the maps. (3 GOLD)
>F)Write-in (1 Action Point).

>Note: Thanks to our now active trading routes and taxation laws, we'll start making 1 GOLD per Turn! (Previously was 1 GOLD every 2 turns.)
>>
>>484450
Oh shit, I read this after I posted, sorry for the typos.

>>484444
>>484422

Oh, It seems we've got a new topic for the next assembly.

1)Follow the God of empathy and kindness.
2)Follow the God of trade and prosperity.
3)Write-in?
>>
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>>484450
And the new cartography of the northern sea is ready.
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>>484464

Let us follow the God of Empathy and Kindness, and be the Kingdom that all others look to for inspiration!

>>484450
I'd say i would favor A, getting those Farms done sooner rather than later would be a wise move, i feel.
>>
>>484450
Let us meet with the dwarven ambassador, and accept his earlier proposal. Show them that we are men (and elves and dwarves, I suppose) of our word.

I would remind all assembled that while empathy and kindness are truly virtues to aspire to, one of the truest acts of demonstrating one's generosity involves cold, hard coin.

I believe the true path for our kingdom lies in prosperity. Let us be kind and just to all people in all lands, aye, but let us first be kind to ourselves, by seeing to our own well-being. Let us first recognize the divine spark of Trade and seek this god's blessings, so that we might turn over a wealthy, prosperous kingdom to our King when he comes of age.

Onto another matter. Thieves and pirates are truly only another name for traders, just...cut from another cloth entirely. Perhaps it might do us some good to cultivate...relationships...with these elements. If we do not, we will doubtlessly see more of them regardless, as our ships grow fat with bounty and their eyes turn southward. The other option that lies before us is to begin work on a navy of some sort, that we might protect our trade routes better (and perhaps extend that protection toward our allies as well).
>>
>>484444
Fool!

Divine blood flows through the veins of our King and Lord. It is only right that His Majesty is the focus of the Kingdom's worship.
>>
>>484450
>A
>D

>>484464
I suggest a god of wisdom and law


Also, Francis completely ignores the fact that he's a month late and gives his majesty a pet puppy as a gift.
>>
>>484603
And should we place the young King on that pedestal, what then to those that take umbrage at our religion?

Should we force His Majesty to ward off more threats at such an early age, those that would cry "Heretic!" and seek to end him with an assassin's dagger?

Tis wiser to establish a religion now, one with tenets that cannot be ended on the point of a blade, and then when our stewardship is ended, allow His Majesty to step into his appointed role, as King and Prophet of this state religion. The God's Avatar here on Earth.

As such, we should see that his education is reflected in our choice of gods. I, of course, believe Prosperity and Trade to be the highest calling, but if I am shouted down, I point to >>484657
as another wise suggestion. Our King will also need the wisdom to guide our Kingdom successfully, and while it might not be my first choice, better to compromise and gain half a loaf than none at all.
>>
>>484779
>>484657
>>484603
>>484477

Okay, so this far we've got:

Konstantin Wolfe: (A)
Merchant's Representative: (A and F) (F=Send an emisary to the thieves island and see what they're up to)
Francis XII: (A and D)

On the religious matter, the God of widsom and law is leading for now.

If noone wants to change his vote, I'll be writing finishing this turn in a couple minutes.
>>
>>484977
Aaaand I'll be rolling between F and D.
>>
>>484983
Okay, rolling.

1 = D
2 = F
>>
Rolled 1 (1d2)

>>485236
That fail...

1=D
2=F
>>
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>>484450

And yet another month passed, this time there was a partial tie in the assembly:

Konstantin Wolfe: (A)
Merchant's Representative: (A and F)
Francis XII: (A and D)

Rynath and Francis were discussing for a few hours, while Konstantin fell asleep on his seat.

Suddenly they decided to bring the young King to decide, both parts tried to explain their positions, but the only answer they got was "I like bridges!", the king had spoken.

The repairs on the bridge started the day after, it won't take more than a month to finish.

By partial consensus of the council, the official faith of the Utland kingdom will be praying for Ulfric, the god of Wisdom and Law.

It seems that some of the elves that the merchant ship have brought from Tendalle have built a temple in the capital, where everyday more and more people join together to pray to Liothiel, the god of nature.

We traded metals with the dwarves, gold for iron, our blacksmiths didn't take long to start forging farming tools, the speed of development of our farms has significantly increased, by the next month they will be done.

The expedition sent last month to the south has already returned, they've seen a few golbins settled to the southwest, a dwarven kingdom to the south, and further south they have found one of many towns under the Rhayd Empire.

The royal army is on decay, there are not many soldiers, barely enough to defend us from bandits.

The young king is currently being educated on politics and magic, he hasn't learnt anything remarkable yet, but he's on his way.

>We've found three female human orphans as the council requested, they're three year old and will meet the king shortly, where should their education be aimed towards?

The treasury has grown! +1 GOLD

What are this month's orders? (1.5 AP / 1 GOLD):

>A)Send and emissary to a nearby kingdom (which?). (0.5 Action points).
>B) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>C) Get in debt with the merchants and buy the maps. (0 AP) (3 GOLD)
>D)Get in debt with the merchants and fund one of the mayor guilds in the kingdom so they can open an academy. (Warriors, Magic.) (2 GOLD) (1 AP)
>E) Keep funding the Merchant Guild so they can finish their academy. (1 AP) (1 GOLD)
>F)Build the Temple of Ulfric, god of Wisdom and Law (1 AP).
>G) Send an emisary to the Guk'Daral Kingdom, requesting to buy iron to make weapons and armors for our troops.
>H) Write-in (1 AP)
>>
>>485299
G = (0.5 AP / 1 GOLD)
>>
>>485299

>H

I say we must , at least temporarily, raise a Volunteer Militia to supplement our Armies, with what forces we have now, we will be hard pressed to defend the people should the worst come to pass.

If we cannot protect even our own citizens, then how can we call ourselves Representatives?
>>
>>485299
>Girls
Train one as a Knight Protector, one as a defensive Mage and one as an assassin.

>Kingdom
>G
>H
Increase the size of the Royal Army via feudal levies. Promise them better weapons and armour next month (defer payment till next month of required.)
>>
>>485299
Hey guys, mind if I join the party?
>One girl should be trained in diplomacy, one in espionage, and one in magic/arcana
>F
>G
>>
>>485299
Whilst I find myself hard pressed to admit it, certain things must come before profit. If we cannot defend our borders, what good all the gold in the world?

To that end, seek the purchase of more iron, to arm and equip the troops we do have. Levies I oppose, what good will recruitment of green volunteers do with nothing to arm them with?
>G

I would also like to stress that the Merchant's Guild does not back Ulfric's religion, save that our land also pays homage to Prosperity and Trade. I believe that there is enough room in both our lands and our people's hearts that these faiths can coexist. If that is acceptable to all concerned, of course.

Now, should you good gentlemen all concur with this idea, I will, of course, back the idea of building a Grand Temple to the faiths and beliefs of our sovereign nation.
>F (conditionally)
>>
>>485378
Of course not, Baron. Tell me, are you of the Coastal Brockways or the Inland Brockways?

Regardless, I hope that we might come to agreements in this month, particularly on the issue of the temple. Tis quite a situation to be sure.

It is my hope that Francis also might find it within his heart to agree to my compromise.
>>
>>485299
>G
>F

>>485436
I'm a personal believer that most of the gods are part of the same pantheon led by ulfric so I don't mind if we are going to build the main temple where all gods can be worshipped. We can probably even use the Elfs current temple as a base if they'd agree to that of course.
>>
Mind if I chip in?

>F
Large works are another way of promoting our nation's excellent constructors and mechanics, and raising the bar in what Men can do.

>G
A capable army is paramount to the continued independence of our country.
>>
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This month's assembly has had a high participation rate, the voting took place as follows:

Konstantin Wolfe (H1 and G)
Commander Erik (H2 and G)
Baron Godfrey(F and G)
Merchant's Representative (F cond. and G)
Francis XII (F and G)
Engineer Ned: (F and G)


>Results: (H, F and G)

((I've decided to merge Hs and F as an unique "Remilitarization of the Kingdom" action.))


There's a clear consensus about buying Iron to craft equipment for our troops, we have despached an emisary to Guk'Daral to fulfill the task.

Both Konstantin's and Commander Erik's proposals to raise a Volunteer Militia and levies from the kingdom has been also accepted by the commanders of the realm, we need men, so we'll recruit them, though they won't be active soldiers until we get our hands on more equipment.

On the other side, the heretic's cult of Lothiel is gaining followers since they built their temple of the capital, so it is the Council's will to build the temple of the gods, to bring back our citizens to the rightful faith.

We've requested to the elf priest to build a Grand Temple were every citizen of the kingdom would pray to their god, regardless their religion, but he strongly disagreed, we'll have to keep our temples separated.

Our temple, built under the command of Ned, chief of Engineers, will have an altar for each human god, including both minor gods "The goddess of empathy and kindness", and "The god of trade and prosperity", and there will also be an altar on the center, with a huge sculpture of the mayor god "of Wisdom and Law", Ulfric.

Regarding the orphan girls, the council has come to an agreement.

>One will be trained on espionage and assasination.
>Other on magic, and diplomacy.
>And the last one, as a Knight Protector.

The three of them have already met the king, the four seem to be building a friendship.

>----------0----------<

Our farms have been finally expanded to the south, this is causing a food surplus which is exported to the dwarf kingdom, generating income. (+1 GOLD per turn) It'll also attract inmigrants, both situations will last until the realm's demand and offer of food gets balanced.

The west bridge is now ready to use, connecting us to the Drendald kingdom, which is still fighting an offensive war against the Tendalle Republic.

An emissary from our old trading partner, the Tendalle Republic has been recived at our court, they offer us a good portion of their armors and weapons to arm our man if we join their war against Drendalds, they'd also split the Drendald's kingdom with us if the war is won.

There are news from the south, it seems there's some strong border frictions between Buldar and Guk'Daral kingdoms, they have decided to close the borders between each other.

(CONT)
>>
>>485838

It seems one of the bourgeois' trading ships has disapeared in the middle of the sea, the Northern Thieves may be the cause, but there's no confirmation.

Our treasury has grown! +2 (+1 from taxes, +1 from food surplus)
The kingdom is growing, +0.5 AP from now on!

It's time to vote (2 AP / 2 GOLD):

>A)Send and emissary to a nearby kingdom (which?). (0.5 Action points).
>B) Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>C) Get in debt with the merchants and buy the maps. (0 AP) (3 GOLD)
>D)Fund one of the mayor guilds in the kingdom so they can open an academy. (Warriors, Magic.) (2 GOLD) (1 AP)
>E) Keep funding the Merchant Guild so they can finish their academy. (1 AP) (1 GOLD)
>F) Accept the call to arms, but only after our troops are properly equiped. (0.5 AP).
>G) Send and emissary to the thieve's island to see what're them up to. (0.5)
>H) Build more farms. (1 AP)
>I) Pay our neighbour kingdom, the Echians, to send mercenary for the upcoming war (Only available if we accept the call to arms) (1 GOLD).
>I) Write-in (1 AP)
>>
>>485841

I've just read my post, it seems I've been cursed with awfull typos.
>>
>>485841
>E
>F
>B, east

I actually wanted to fund the magic academy but I feel like we should finish the merchant one first.

I feel like getting a part of drendald will make solidify our control over the bridge. Which we can then start demanding tolls over. We don't need too much land though, just enough to get a foothold on both sides of the bridge.

Exploring east to try and meet another country we can trade with.
>>
>>485841
>H
If we build more Farms, the surplus would give our treasury income a needed boost.
>F
I loathe unnecessary intervention in a war that has nothing to do with us, but we need that Iron.

And with the territory should we win, i would VERY much prefer that the former Drendalds are treated respectfully. There's no need to kick someone when they're down.
>>
>>485841
We have one academy almost done. Sage Francis has expressed faith in my fellow Merchants to aid this nation, this is also a task near and dear to my own heart as well. More to the point, my superiors have demanded that I push for

>E) Keep funding the Merchant Guild so they can finish their academy. (1 AP) (1 GOLD)

I am very much against war with our current state of preparedness, but I can sense the political climate shifting towards a militaristic attitude. I would urge you both, Francis and Konstantin, if you are absolutely certain that we MUST take part in this action, please spend our remaining efforts toward determining what these pirates have planned in our northern seas.

>F) Accept the call to arms, but only after our troops are properly equipped. (0.5 AP)

providing that the two might agree with me that

>G) Send an emissary to the thieves island to
see what they're up to. (0.5)

is a priority as well. Otherwise, I would rather build the farms, and not go to war at all.
>>
>>485841

If we do enter the war, we might benefit more from opening on of the other guilds' academies instead of finishing the merchants'.
>D over E if we go that way

Also, if it's war, we will need defensive structures, we could fortify our side of the bridge and maybe develop some war machine (balista, catapult, the sort)
>J Start development of such a machine

If we don't join the war then we could either build more farms to increase exports, or try to deal with the pirate problem
>G or H
I'm putting these for discussion with the other council members, as this doesn't fully cover the possibilities
>>
How relevant are the merchants' maps by now? Since the scout revealed some more of the map
>>
Okay, this far we're weighting towards war, I'll wait a few minutes more, meanwhile I'll start writing.

>>486004
Well thought, but remember that the Drendalds are already having problems to win the war, if we join in, they'll fighting a two fronts war so they probably wouldn't try to push inside our kingdom

>>486010

They'll show us a big chunk of the south/southeast regions, it's size could be compared to the size of our map to the west of the bridge.

But since we've already sent an expedition eastwards, I'd suggest to wait for it to come back before buying any maps, it may even lower it's cost since we'd need less information.

Oh, and if anyone's got any idea or feedback to throw in, feel free to do so.
>>
>>485841
>>485875
>>486037

Actually after thinking about it it might be prudent to discover if we can actually win the war before we throw the dice.

So instead of F I vote for
>J, get information over about the situation of the war

>>486004
I don't think we need to spend a dedicated action point to build those machines though, I assume that is just part of the army being build up.
>>
>>486040
>>486037
>remember that the Drendalds are already having problems to win the war
Never mind.
>>
This far:

Konstantin Wolfe (H, F) (F= WAR)

Merchant's Representative: >E) AND if G accepted, then F) (Cond. WAR)

Engineer Ned: (IF WAR: D, J) (If peace: (G/H)

"War hawk, sudden coward, and war hawk again" Francis XII: (E, F, B to the east) (WAR)
>>
>>486060

So, we going to war.

"F and "E" win.

There's 0.5 AP spare, we have a tie between Francis (B) and Rynath (G).
>>
>>486070
I don't mind if we do G instead. Though I assume they are just regular pirates and don't really want to talk.
>>
>>486077
I do assume that as well myself. Sadly.

But at least then we'll know for an absolute certainty that a navy will need to be in our future if we are to continue seabound trade.

Regardless, since you're assisting me on this, and I remember you had expressed interest earlier, my vote will be with you if you wish to pursue a Mage's Academy at our next convenience. Give a little, get a little.
>>
This month's assembly took a bit longer than usual, luckly the counselors have reached an agreement.

First of all, we've accepted the call to arms, but only after we receive the equipment, the elf ambassador sailed immediately to the republic to send us what he promised.
The iron we bought from the dwarves has been turned into swords, spears, armors and shields for our recently recruited troops.
We've recruited an important number of troops, and doubled the size of our army, not all of them are equiped yet, but all of them are being trained, the fact that an important mass of inmigrants came from the republic has helped a lot, most of inmigrants have regained hope and are now eager to save his fellow elves. But more troops also means more maintainance. (-1 Gold per turn.)

The Merchant's Guild has started to build the Mercantile academy right between the city's market and the port, this will attract people to the city, as well as inversions and commerce, and thus wealth.

It was hard to find someone willing to accept this mission, but finally, an emissary has been sent to the Thieve's Island to make contact with them.

The temple's doors are now open to the public, there are priests from every branch of the religion, teaching the ways of the saint trinity, led by Ulfric.

There hasn't been this much soldiers in the capital for years, they keep coming and going from the barracks to the training grounds.

You've noticed that the young king is clearly excited by the soldiers' presence, even if he doesn't understands very well the concept of war, he plays every day in the gardens acting as if he's a soldier fighting a battle alongside one of the girls.

(CONT)
>>
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>>486371
<One month has passed>

Our emissary hasn't yet returned, he's expected to return next month.
The Mercantile Academy is still under construction.
The promised equipment finally arrived, and our troops are now fully trained, so they've been mobilized towards the frontlines, our army composition is as follows:

>8.000 Infantry troops.
>2.000 Archers.
>500 Heavy Knights (Cavalry).
>40 Battle wizards.
>8 Trebuchet.

Since both our allies and enemies have been fighting for a few years now, their troops have been weakened, both sides are exhausted, our fresh troops have a clear advantage.
Our allies count with around seven to eight thousand total troops, Dreandalds with around ten thousand, but split between fronts.
Our troops crossed the bridge and advanced a few miles through the enemy lands until they found an improvised fortification filled with around five thousand Drendalds, they were waiting for us, after all it is quite hard to keep such a large incursion in secret.
We doubled their numbers, and their troop composition was a mixture of both genders, adults, elders, teenagers. As soon as the Drendald's king heard that we were about to join the war, he ordered that every citizen that could wield a sword should fight for his king.
The battle didn't lasted long, most of our enemies surrendered or fled, after all they were fighting an practically lost war, the morale of the Drendald's was horrendous.
Our troops advanced deeper and deeper into the kingdom, before the end of the month we reached their capital, the siege started.
The enemy king had retreated his best troops to defend the capital, he even ordered to take all the reserves of food from the towns of the kingdom to stockpile enough food for a year in the city.
We don't know yet how many troops they've got in there, but they're probably many.

What are our troops' orders? (free, must pick one)

1) Blockade the city, prepare our trebuchet to throw some rocks against the city's walls. (May hurt civilians and city buildings but heavily damages both enemy numbers and morale, some may surrender or leave the city).
2) Just Blockade. (Damages enemy morale, some may surrender or leave the city).
3) Get the ladders! Begin the assault!

The treasury has grown! +1 GOLD (+1 from taxes, +1 from food surplus, -1 Army maintainance)

What are your orders?(2 AP / 2 GOLD):

>A)Send and emissary to a nearby kingdom (which?). (0.5 Action points).
>B)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>C)Get in debt with the merchants and buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund the Warrior's guild so they can build an academy. (Increases both numbers and quality of our troops, unlocks army related researches). (2 GOLD) (1 AP)
>E)Fund the Wizard's guild so they can build an academy. (Increases both numbers and quality of wizards, unlocks magic research) (2 GOLD) (1 AP)
>F)Build more farms. (1 AP)
>G)Create a proper military fleet. (1 AP 2 GOLD)
>H) Write-in (1 AP)
>>
Oh, and about this:

>>486037

>But since we've already sent an expedition eastwards, I'd suggest to wait for it to come back before buying any maps.

forget I said that, we didn't send any expedition eastwards yet.
>>
>>486374
>2 or 1, but absolutely not 3, not yet.

>F
>E

We'll wait for the pirates response before we start building up our fleet.

we should do D the next time we have the money though, maybe do G first.
>>
>>486374
>Siege
1

I think that occupying the enemy capital is more trouble than it's worth, so let's just finish this war and grab our territory.

>Kingdom
>D
>F
>>
>>486378
had we not sent a scout ?
(what missions are still outstanding)
>>
>>486374
>1
Though innocents may be harmed, it is best for everyone that this be ended as soon as possible.

>D
>F
We must improve the quality of our troops, better training may very well save their lives!

If it comes to a direct assault for the enemy to capitulate, i will personally lead the charge if need be!
>>
>>486487
Right now only the diplomat we just send to the pirates.
>>
>>486477
Nope, sorry to confuse you, we were about to do it but we didn't.

Right now we're waiting for the emissary to come back from the thieves.
And the Merchant's Academy is being built.
>>
>>486374
1)

G) and B east southeast
>>
>>486374
War is a terrible business. We must end this quickly, but I shudder at the amount of our people's blood that a full on assault would bring.

I propose that we take our surplus food for this coming month, and distribute it to the civilians of Drendald who must go without. Then order forth the trebuchet, let us end this war with as few casualties to our brave men and women as possible. Doubtlessly we will need them, and soon...
>1, also use food to garner goodwill? among the citizens of Drendald

As I promised to Sage Francis, I will support his initiatives as he has for me. Let us fund the Magic Academy and also continue to expand our farms.
>E
>F
>>
>>486722
((wow I almost miss your vote, I actually clicked on the "post" button and had to cancell it))

It seems we have a tie between E and D, if noone's switching his vote, we'll have to bring the young king to the court.
>>
>>486735
I can break the tie, we can go with the Wizards' Academy. Help of the supernatural can be a nice boost
>>
>>486741

Got it, posting now!
>>
Last month's voting was divided, we almost bring in the king, but Engineer Ned broke the tie:

Commander Jerik: D and F
Konstantin Wolfe: D and F / 1
Merchant's Representative: E and F / 1
Francis XII: E and F
Engineer Ned: G and B / 1 (Switched to E)

<War Reports>
>1) Blockade the city, prepare our trebuchet to throw some rocks against the city's walls.

During a whole month our trebuchet threw rocks against the city fortifications.

The republic's army has reached the capital and joined the siege, since we started it, we're now at command of the entire force.
It seems that the enemy king is not letting anyone out of the city, our guards have reported to see people trying to escape, but they were quickly shot down by the wall's archers.

Today the council has received a letter from our commanding officer:

"Last night an elf was found by our patrols on the city's outskirts, well, rather he found our patrols.
He told them that he was a Dendald captain and requested a meeting with me, and so we met.
He told me that their king has gone mad, he's teaching young kids to fight, he's only feeding those who are able to fight, young kids, weak females and some elders are starving.
Most of his subordinates families have perished, but there are still a lot alive. He's got a plan to take as many families as he can out of the city, around two hundred elves, including children, females, elders and his subordinates.
He's asking us for shelter, they do not wish to die fighting a hopeless war for a mad king which would let his whole kingdom die before leaving the throne."

What should we do about this? (Free action):

1)Give them all shelter on your kingdom.
2)Give shelter only to their families (females, children and elders).
3)Do not give any of them shelter.
4)Let them all out, but lead the refugees into a trap, and sacrifice them to the Necromancer's cult. (Holy shit, seriously?)

Also, what are the battleplans?:

>Hold the siege for another month, there's no rush.
>Begin the assault!

CONT
>>
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>>486758

<Kingdom Reports>

>D)Fund the Wizard's guild so they can build an academy.
>F)Build more farms.

We decided to use our gold reserves to fund the Wizard's guild, the construction of the magic academy will start shortly, this will improve our knowledge on magic and sorcery significally.

Our kingdom has been growing rather fast these months, and soon there won't be enough food to export, so we'll start preparing the soil in the southeast to make new farmlands for the realm, they should be ready by the next month.

The emissary has returned from the Thieve's island, the thieves seem to be building a fleet, and preparing their men with militar equipment, their presence on the sea will clearly increase in the next months, the emissary has also discovered the missing ship, they've captured it.
After a few weeks trying to negotiate with them, he sees only a few posible alternatives (Free action):

>Hire them: Buy their services by giving them ship and equipment, they'll raid the seas stealing anything they find, and they'll give us half of what they may find. ( 1 GOLD per turn) (Might lower our relations with other kingdoms if they find out)

>Do not make any deal at all; Keep in mind that they'll start stealing our merchant ships, which would decrease our income. ((I'll be rolling 1d2 dice every turn until we've got a decent fleet to defende ourselves, if we get 1 it means they succesfully stealed a merchant's ship (-1 GOLD), if we get a 2 nothing happens)) .

>Pay for protection; (-2 GOLD) they PROMISE not to touch any of our ships (if lacking the money we can get in debt).

<------0------>

The treasury has grown! 1 GOLD ( 1 from taxes, 1 from food surplus, -1 Army maintainance)

What are your orders? (2 AP / 1 GOLD):

>A)Send and emissary to a nearby kingdom (which?). (0.5 Action points).
>B)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>C)Get in debt with the merchants and buy the empire's maps. (0 AP) (3 GOLD)
>DFund the Wizard's guild so they can build an academy. (Increases both numbers and quality of wizards, unlocks magic research) (2 GOLD) (1 AP)
>E)Start building a proper military fleet. (1 AP 2 GOLD)
>F) Write-in (1 AP)
>>
>>486765
"D" should be the same but warrior's
>>
>>486758
An assault might provide a diversion to help the people escape, should we decide to help them.

>>486765
Does gold accumulate over turns?
>>
>>486770
It does
>>
>>486758
Allow them to settle in the kingdom. It could be a trap, perhaps, but it is much more likely to be a desperate call for help.

At this point, I would also suggest taking charge of the surrounding lands, land from the bridge to the capitol of Dendald. Let us organize the men and women there, and help them begin rebuilding, with a token force to protect them from bandits. Without this help they are not likely to survive any sort of winter. Also, hold our siege. The King will likely be deposed by the will of his people soon, with these sorts of actions.
>1/Hold the siege.
>>
>>486765
We shouldn't give in to bandits, I say we hold the gold to start E next turn, and meanwhile we can actually send the scout out.
>B east southeast
>>
>>486758
>1
>hold the siege

>A*2
lets send an emissary to both Echia as wel as Tendalle to try and get an anti piracy agreement going.

I would write something in but since I can't think of anything I also suggest

>B*2
to the east and west try to figure out the coast line.
>>
>>486794
>>486765
and
>Do not make any deal at all
forgot to decide on that one.
>>
>>486780
((I think you didn't see the second post))
This is what we've got for now:

Merchant's Representative: 1 and F1 (Seize control over the captured lands, help the locals to rebuild)
Engineer Ned: B to the east/southeast
Francis XII: 1 and B(coastline) and A (Anti piracy agreement)
>>
>>486765
Excellent, while I wait it seems my fellow councilors assist me in making up my mind.

No deals with piracy, regardless of how tempting the extra gold might be. Our fleet and equipment I would keep for ourselves, so that we might begin work toward a military fleet.

>No deal at all with the pirates.
>In preparation for construction of a military fleet.

Perhaps we are better served by using our scouts to infiltrate the camp of our enemy.

With such a need for fighting men, this King cannot surely look too closely into the background of every soldier. Should we manage to slip a force in there, a few whispers in the right ears could bring the cards toppling to the table faster than even our siege engines could.

>Infiltrate the enemy city, begin lowering morale (more)
>East and Southeast scouting, if we can manage that as well
>>
>>486828
I also agree with my fellow council members in the
>Do not make any deal at all

and >>486830 Rynath's suggestion is cunning, I second his motion
>>
>>486836
>>486830
Okay, so we're:

>Holding the siege.
>Giving shelter to the elves
>Not making any deal with the thieves.
>Sending our explorers east/southeast, specially alongside the coastline.
>Seize control over the captured lands, help the locals to rebuild.
>Infiltrate the enemy city, begin lowering morale.
>Save up money for our own fleet.

((Since there are soooo many things happening, I wont be counting how much AP we spent on this turn.
I'll take a short break before I begin to elavorate the next turn.))
>>
>>486836
Forgot the namefagging
>>
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Another month has passed, it's winter by now, there's no snow on this part of the world, but still you can feel how the cold penetrates your skin.

<Siege Report>

We're still holding the siege, everyday there are more and more people fleeing from the capital, this time not every guard's shooting the civilians, some groups managed to escape.

We accepted the captain's proposal, and a few days later, and just as planned, under the darkness of the night, the capital's gates were opened, a huge crowd of unarmed elves ran past the gates, directly towards our camp, running as fast as they could. Suddenly, after a few minutes the gates were again closed. The elven captain that had organized the escape wasn't between the refugees that made it to our camp, it seems that he and his soldiers were killed by the royal guards while defending the gates open, but it was worth it, the plan was to release at least two hundred elves, but there were around five hundred. They were fed and sent to settle down on the towns under our control.

But not only five hundred elves managed to escape that night, in the middle of the chaos, we managed to send in ten of our own kingdom's elves, dressed as civilians, they are highly trained assassins and spies that will sabotage the military structures from inside, and organize a militia to overthrow the king.

((I'll be rolling each turn from now to see if our spies are succesfull))

<Kingdom Report>

Our new farms are already producing! (+1 GOLD per turn)

We've decided not to send our emissary back to the Thieves, there'll be no deal with them.

A group of scouts has left the kingdom with two orders, first one is to go east and southeast as far as they can, the second is to be back before the next month.

A portion of the army has been re-ubicated to patrol the conquered lands, helping the elves to settle back on their towns.

We've got news from the Mercantile Academy, they have created a new system of tariffs and taxation to take advantage of our trade routes, it will be implemented for the next month. They have also though about an infraestructure project to rebuild the conquered lands, it'll help the elves to recover faster, and it'll make their lands productive again, but it needs investment.

It seems that the hostilities between the dwarf kingdoms have finally started a war over the control of the river that separates their kingdoms.

There aren't any reports of the Thieves attacking our convoys yet, but we better get ready.
>>
The treasury has grown! 3 GOLD (1 in stock, +2 From food surplus, +1 from taxes, -1 Army Maintainance)

What are your orders?:

>A)Send an emissary to a nearby kingdom (which?). (0.5 Action points).
>B)Send emissaries to Tendalle and Eccia, to try and get an anti piracy agreement going. (0.5 Action points)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund the Warrior's guild so they can build an academy. (Increases both quantity and quality of troops, unlocks military research) (2 GOLD) (1 AP)
>E)Start building a proper military fleet. (1 AP 2 GOLD)
>F)Start sending part of our food surplus to the conquered elves to help them settling back. (-1 GOLD per turn) (0.5 AP).
>G)Fund the "Elven Lands Reconstruction" infraestructure project. (Rebuild roads, productive facilities and towns, this project also includes point "F" (sending them part of our food surplus.)) (-2 GOLD) (-1 GOLD per turn) (1 AP)
>H) Write-in (1 AP)
>>
>>487047
We need a fleet, sooner rather than later, to protect the our nation's gold via trade.

>E)Start building a proper military fleet. (1 AP 2 GOLD)

I believe we should save the rest of our gold, in order to work on infrastructure in our newly captured lands. With the rest of our energies, we should work on getting this anti-piracy agreement passed. This will benefit us in the long run.

>B)Send emissaries to Tendalle and Eccia, to try and get an anti piracy agreement going. (0.5 Action points)
>>
>>487222
>E
>B

Personally, we should consider Option G once we have a surplus of gold, but be warned, the longer we wait to address the problem, the worse it will get.
>>
>>487241
>>487222

Thanks for keep posting all day!

I have to be up at 5 AM so I'm gonna try to get some sleep.

See ya tomorrow folks!
>>
>>487052
>B
>E
>F

Next turn we can do G but for now I think we should at least do F.
>>
>>487052
>E
>B

I think we should do G on the territories that became part of our borders, but it can wait another turn so we can start protecting ourselves from the pirates.
>>
>>487792
actually I'm changing F to A because I want to get in contact with the goblins. We gave bloody pirates a chance so I want to see if the goblins are willing to have a peaceful relationship and trade with us. We will have to be careful so that the goblins don't mistaken our intentions.
>>
i think A in order to get more trading routes and rhayd is probably good for that (if the river is sailable and probably E+B
>>
>>487052
Yes, yes, well...
>B
>G

This pirate situation has me worried, but there is no reason to take the full cost ourselves. All the ports in the region are at risk.

These new lands are ours now, and we need to take care of them. The sooner we restore order to the land the better, even if the war has still not ended.

I'll also agree to spend the remaining AP on Sage Francis idea of sending a messenger to the goblins. I'm not happy to let them know we are here, but if they get hostile their first target will no doubt be the Dwarves near them.
>>
High Mage Alister B and G and A (goblins)
Merchant's Representative: E and B
Konstantin Wolfe: E and B
Francis XII: E, B and A (to goblins)
Engineer Ned:E and B
Newcomer: E, B and A (to rhayd)

E, B and A to the goblins win.
>>
Rolled 2 (1d2)

Rolling for the pirates.

1=success
2=failure
>>
Rolled 8 (1d10)

Rolling for the spies
>>
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<Siege Reports>

The seas have been calmed.

There's more people escaping from the capital everyday, it seems that the number of guards still loyal to the mad king has decreased.

One of the refugees brings us news from our spies, it seems they've organized a resistance formed by both civilians and renegade soldiers, the city's on civil war, there are riots everywhere, more and more soldiers turn against their lord everyday.

<Kingdom Report>

The scouts we sent to the east have returned, they've find a maritime path to reach the Rhayd's main port.
They have also made contact with the Republic of Luga, some kind of city-state ruled by rich merchant families.
Both locations are important trading destinations for our kingdom.

The new system of tariffs and taxation to take advantage of our trade routes has been implemented, in great timing with the discovery of new horizons, from now on our wealth would increase by the hand of the number of trade partners we've got.

We've sent diplomats to both Tendalle and Eccia to get an agreement on how to deal with the pirates, we expect them to return next month.

The ammount of new citizens since we conquered the new lands is now demanding the kingdom to export less food to our neighbours. (-1 food surplus), luckly our new farms were done last month and we still have food excess.

Carpenters, blacksmiths and engineer from all the corners of the kingdom have met together at the capital's port to start the development of a proper kingdom's fleet, they will be working day and night to provide our kingdom with the desired ships to patrol the seas.

We've also sent an emissary to the goblin tribes, even if most goblins are hostiles, this may not be the case, either way it is worth to know their position.

Since the start of the war, the young king is showing more interest in the kingdom related topics, he has shown multiple times to his keepers his strong curiosity about the ongoing war, he even asked to be taken to the siege, to meet the soldiers, what should we do about this?

1)Accept, take him all the way to the Drendald's Capital to see the siege, heavily guarded.
2)Deny his request, it wouldn't be prudent for us to let the young king be in such a dangerous place.
3)Other?

Changing topics, the great success that our spies are having in the war has brought a request by one of the kingdom's commanders, he wishes to create an espinoge network to train trusting humans, elves and dwarves in the arts of espionage and assesination and send them to every corner of the world, to be our eyes, ears, and even our knife if we need them to.
>>
>>489978

The treasury has grown! 5 GOLD (1 in stock, 1 from food surplus, 1 from taxes, 2 from trade -1 from army upkeep)

What are this month's orders?:

>A)Send an emissary to a nearby kingdom (which?). (0.5 Action points).
>B)Fund the espionage network. (1 AP, 2 GOLD)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund the Warrior's guild so they can build an academy. (Increases both quantity and quality of troops, unlocks military research) (2 GOLD) (1 AP)
>E)Start sending part of our food surplus to the conquered elves to help them settling back. (-1 GOLD per turn) (0.5 AP).
>F)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>G)Fund the "Elven Lands Reconstruction" infraestructure project. (Rebuild roads, productive facilities and towns, this project also includes point "F" (sending them part of our food surplus.)) (-2 GOLD) (-1 GOLD per turn) (1 AP)
>H) Write-in (1 AP)
>>
>>489984

((I didnt posted earlier because my pc is fucked, tomorrow I'll posting regulary, I'll also keep posting tonight if there are enough of ya'll around))
>>
>>489978

((And also this is a mixture of outdated maps I found on my cloud, there should be 3 farms around our capital and our borders should have expanded, but again it's all in my fucked up PC))
>>
>>489978
I don't know if a siege is a sight for a 4 year old, but I suppose seeing the king would be a morale boost for our men.

I'm for the espionage network

>>489984
>B
>G
We have the resources to start rebuilding infrastructure in our new lands, we ought to return it to normality soon.

>>489989
I'll be heading off now, what time zone are you in, if you don't mind me asking?
>>
>>489984
We now have the funds, now we must continue turning the tide of this war. Not with arms and armor, but with the opinion of the people. Let us begin rebuilding the section of Drendald that we have occupied, so that the few pockets of resistance see how their life will be better under our kingdom's rule.

>G)Fund the "Elven Lands Reconstruction" infraestructure project. (Rebuild roads, productive facilities and towns, this project also includes point "F" (sending them part of our food surplus.)) (-2 GOLD) (-1 GOLD per turn) (1 AP)

And while we are building infrastructure, I feel it would be prudent that we invest in our troops, even if my personal thoughts are of the utility a spy network would provide. First, we must look toward the security of our kingdom's borders.

>D)Fund the Warrior's guild so they can build an academy. (Increases both quantity and quality of troops, unlocks military research) (2 GOLD) (1 AP)

>>489978
I welcome the heir and his interest in our politics and wars, but I fear for his safety at this age and at this time. If he is truly adamant about seeing the siege, however, as a loyal subject of His Majesty, I have nothing to do but accept.

Still, would he not rather see the docks, instead, where we will be constructing the first grand fleet of our nation, in order to destroy the pirate presence to our north?

>3. Try to persuade the young king that ships are much more fun to tour than a battleground, if possible.
>>
>>489978
>1)Accept, take him all the way to the Drendald's Capital to see the siege, heavily guarded.

It would be good for the young king to see the horrors of war from the front. The Mad King of the elves is not in any position to hire assassins.

>G
>B

Our future king will benefit from our investments now in espionage, and these elves are now under out kingdoms rule. It is our duty to help them. Hmmm. Yes, yes...
>>
>>490039

((GMT -03:00))
>>
>>490039
>>490044
>>490068

So, this far is a "Yes" for the king's request or anyone wants to back Rynath's idea?
>>
>>489984
>His Majesty
1

Seeing his most regal Majesty will provide a morale bonus to our weary men at the frontline. He will of course be protected at all times by myself and the Royal Lifeguard!

>Kingdom
>B
>G
>>
>>490130
Hmmm, yes I do think it would be prober for the young king to visit the front lines to see for himself, yes.
>>
Rolled 2 (1d2)

Pirate's roll

1=success
2=failure
>>
Rolled 2 + 8 (1d10 + 8)

>>490206

Spies roll
>>
Before I go, if in the next few turns you have spare AP, try to send a scout to find the coastline to the west. Seeing as all trade routes increase our income we should get a little more.
>>
On the subject of his Majesty, we cannot keep him away from the terrors of war forever.
>1
However, i feel as if paying a visit to the wounded would lift the spirits of the men, as well as sobering any 'Romantic' views the King may have of war.

On the other issues;
>G
>D
>>
<Siege Report>

The young king was scouted by the Royal Guard, led by Commander Jerik himself, for a few days they marched through the kingdoms' roads straight to the siege, there he met the commander in charge, and he was guided through the camp, being taught about the siege machines, he's still young to understand most of it, but he was clearly excited to be there.

Suddenly, and just a few days before this council meeting, the enemie's capital gates opened, it seems that the mad king has been overthrown. Some elves are cheerfull, others sad for those whom lost, but all of them are hopeful, a bright future is ahead of them, or atleast a better one than under the rule of their old king.

It is time to sign the peace treaty, the Tendalle Republic will obviously let us keep the equipment they gave us, alongside the lands we conquered, and half of the farmlands, but they've been fighting this war for years now, they didn't had it as easy as we did, they're requesting to keep the capital for themselves.

How shall we react to the request?:

>1) Let them keep it, it's not worth it anyways. (Friendly relations kept, non aggresion pact signed)
>2) No, split the capital between the kingdoms. (Relations switched to Neutral)
>3) No, we've sieged it and we keep it! (Relations switched to hostile)
>4) Who said we're stopping here? (War declared)


<Kingdom Report>

The pirates haven't touched our ships yet, but we received a report of a missing ship from the Eccians.

Our diplomats have returned, our neighbours have decided to increase the sizes of their fleets in order to protect the trade routes, the Eccians suggest us to invade the thieves, they'll fight alongside us, but the republic says they're still too weak after the long war they've fought. What should we do?:

1)Accept the Eccian's proposal, start preparing ourselves to invade the Thieves.
2)Wait for the republic to gain strength.
3)Other

Winter's getting every month colder, the elves have it difficult to resettle, luckly for them the "Elven Lands Recontruction" project has started, roads, buildings and farms will be repaired, towns will be expanded. (-1 Food surplus, -2 GOLD)

The espionage network has been funded, we're already training agents from all ages and races, by the next month we'll start sending them to foreign lands. (-2 GOLD)

One of the engineers leading the contruction of the Kingdom's fleet has requested an audience with us, he has explaines why their current budget is not enough to end the warships, so he request even more.

The emisary we sent to the goblin tribes has not yet returned, he's spected to come back by the end of the month.
(CONT)
>>
>>490339

The treasury has grown! 3 GOLD (1 in stock, +1 from taxes, +2 from trade -1 from army upkeep)

What are our orders? (2 AP 3 GOLD):
>A)Send an emissary to a nearby kingdom (which?). (0.5 Action points).
>B)Keep funding the kingdom's fleet. (1 AP, 1 GOLD)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund the Warrior's guild so they can build an academy. (Increases both quantity and quality of troops, unlocks military research) (2 GOLD) (1 AP)
>E)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>F)Build more farms.
>G) Write-in (1 AP)
>>
>>490345
Farms = 1 AP
>>
>>490339
Issue of the Capital
>2
Well we can't afford to piss them off on this issue, but i feel that splitting the Capital would be for the best. I do not trust the Tendalle Republic to treat their Occupied Population very well after years of war.

On the Issue of the Pirates.
>2
It would probably be best to wait to gain strength, no sense in going in with only a half-barrel of anything, eh?

>F
More farms, i say! Between the surplus and trade we'll be the breadbasket of the continent!
>D
I still think a proper Warrior's guild would be a wise investment.
>>
>>490339
Siege
>Ensure that the enemy King is found, tried and executed for his crimes.
>5.) Sign the capital over to our allies, but request that they provide a small monetary payment to us (1 Gold) as it was our men who shouldered the burden of the siege.

Kingdom
>B
>E - West along the coast
>G - Plan a grand triumph for our Army and His Majesty in our capital to honor our victory in this conflict.
>>
>>490339
>Let them keep it, it's not worth it anyways
Friendly relations with our neighbors are important, yes...
Though we started the siege before them, we will own half the farmlands and more than half the people of the previous kingdom. If our future king wishes to unite the lands later, let him.

1)Accept the Eccian's proposal, start preparing ourselves to invade the Thieves.
Every season that passes where the pirates can raid our peoples ships uncontested is an affront to the Gods, is it not! If the Elven republic respects themselves they will compensate us and the Eccians after our attack is successful.

>B)Keep funding the kingdom's fleet. (1 AP, 1 GOLD)
Hmmm, these continuing costs make me very suspicious of our friend Ned, but so be it.

>D)Fund the Warrior's guild so they can build an academy. (Increases both quantity and quality of troops, unlocks military research) (2 GOLD) (1 AP)
It's past time we establish a guild! For too long have monstrous creatures roamed the land! Our great kingdom needs an official organization to respond to this threat! I willingly defer the construction of a magic guilt until we are properly ready for such a feat! Yes, yes...
>>
>>490427
I hate to interrupt someone whilst they're building up to a good rallying speech, Lord Mage, but we've already built the Mage's Guild some months ago.
>>
>>490345
Well, allow me to weigh in with my proposals then.

Although we've gone...overbudget...it seems, we must have our warships. Continue funding them.

>B)Keep funding the kingdom's fleet. (1 AP, 1 GOLD)

And as to the rest of our activities, I would like to see us become a haven for the educated. First Merchants, then Mages, now Warriors. Let us finally fund our last guild before looking outward at the wider world.

>D)Fund the Warrior's guild so they can build an academy. (Increases both quantity and quality of troops, unlocks military research) (2 GOLD) (1 AP)

As far as the diplomats are concerned, I propose to them a compromise, one that I believe will satisfy all parties.

Although we did most of the work capturing the capitol, I have no qualms about turning the city over to Tendalle...PROVIDED they offer us support in our attack against the northern pirates. With this support we will gain a modicum of peace on the seas, and we can move on to happier times. Even if their help is only logistic and transportation, it will make everyone's burden much easier to bear.

>1) Let them keep it, it's not worth it anyways. (Friendly relations kept, non aggresion pact signed)

I am also interested in invading as soon as possible, although in the interest of a win with as little cost as possible, I will delay our plans to attack, unless the Republic is goaded to action by the offer.
>>
>>490381
>>490395
>>490427
>>490469

It is decided that our allies will keep the capital conditionally, but we should decided what will be our request, in case they don't accept both of them.

((I'll start writing while you decide this))

1) Request a monetary payment (Jerik's Proposal).
2) Request them to join the fight against the pirates (Rynath's Proposal).
>>
>>490438
Now, I would know if there was such a mage guild myself...

The last vote we had considering a mage guild was >>486765
and we decided to hold off, yes indeed...

The time will come soon I hope though.
>>
>>490516

Oh, about that, the blame it is mine, for I wrote the wrong list.

((Sorry, check what I wrote after that, it was a typo))
>>
>>490514
Hurm, the Gold would help fund more projects, but the more allies the better when it comes to fighting the pirates.

>2
The Pirates are a far more pressing threat, they must be dealt with.
>>
>>490514
1) Request a monetary payment (Jerik's Proposal).

It's unreasonable to ask for money after a long war, yes... But not as unreasonable as expecting them to fund a navy at the current time.
Perhaps after some time when they are able to pay, then.


Also, it sure is great to have a mages guild, which we have certainly had for some time now that I remember...
>>
((It seems we have a tie, if noone breaks it for when the next post's ready, I'll be rolling.))
>>
>>490588
((It does seem a rather tough choice, Funding for vital Projects for the Kingdom, or taking care of the Pirates, which COULD be done later, but might be tougher than doing so now...))
>>
>>490588
A token fleet or a battle fleet, either I will be happy with. I take back my earlier vote to ask for direct payment.
Cooperation with our neighbors is the most important, yes indeed...
>>
>>490604

((Okay, then we're asking them to join the battle against pirates, posting in a few seconds))
>>
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Another cold month passed, days are getting slightly warmer.

The enemy capital is now under the control of our troops, the Mad King's head has been found stuck in a pike at the entrance of the throne room.
The streets are covered with dead bodies from both royal guards and civilians, the smell is awfull.
We have decided to accept the ambassador's proposal and grant the capital to the Republic, but only if they promise both to treat the occupied population respectfully, and help us to defeat the pirate's threat.
They accepted. Both Eccians and Tendalleans will prepare their navies for the invasion.

War is over for now, part of our army stayed in the occupied lands just to protect and serve our new citizens, but most of our army is back, they, alongside the king, have been received with a great celebration in the capital, it was a festive day, the streets were full of cheerful people.

The royal fleet has been finished, our warships are now escorting the merchant ships through the seas.

The Warrior's Guild has received enough money to build their Military Academy, they expect it to be ready after a couple months.

The emissary we sent to the Goblin Tribes is back, he barely escaped, sadly the goblins do not seem willing to negotiate with us, they even kidnapped one of the emissary's guards and ate him.

The man at charge of the espionage network says that he's got the first group of spies ready to be sent to any kingdom, their objective would be just gather information, but we could gave them any orders we want, in which kingdom should this first group of spies settle?

1)Tendalle
2)Eccia
3)Rhayd
4)Other
((The thieves island is not considered as an option for them to settle because they don't have a "open borders" policy.))

The infraestructure project in the occupied is going well, but it is expected to take a couple months more to finish. (-1 GOLD per turn)

We've been an increased number of dwarves lately, clearly caused by the ongoing war on their lands. The dwarven comunity on the capital has asked us athorization to build their own temple to pray to their gods.

>Allow them.
>Do not allow them, they'll have to worship our gods, the real gods.

Our troops could use a month to rest before we attack the pirates, but that's up to the council.

The treasury has grown! 2 GOLD (0 in stock, +1 from taxes, +2 from trade -1 from the infraestructure project)

What are our orders? (2 AP 3 GOLD):

>A)Send an emissary to a nearby kingdom (which?). (0.5 Action points).
>B)Prepare our men and ships, call in our allies and start the invasion.
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund a magical or military research project. (1 AP 1 GOLD)
>E)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>F)Build more farms. (1 AP)
>G) Write-in (1 AP)
>>
>>490679

((Sorry, we've got 2 GOLD, not 3.
Also this will be the last post for tonight, I'll come back around tomorrow midday))
>>
>>490679
On the matter of Faith
I see no reason to disallow the Dwarves their Faith.

>D
>F
We must use our time wisely, fighting so soon after the War will leave our troops exhausted.
>>
>>490679
No need for flowery speeches. We're prepared and have planned well for this moment.

>B)Prepare our men and ships, call in our allies and start the invasion.

As far as our spies go, have them take up positions in the land of Eccia.

>2 - Eccia


I would also take this opportunity to extend some goodwill to our neighbor, if they will have it. We have soldiers near the capitol that they will be occupying, let us offer them what aid we can manage to undo some of the damage done by the lengthy siege.

>G - Offer military/civilian aid in restoring the city Tendalle will be occupying.

If we still have the manpower after this, perhaps we might use our scouts to examine the unoccupied island to the north? Is it habitable? Resources, perhaps?

>E - Send a scout to explore new lands (North Island)

And now, finally, the dwarves.

We once had the opportunity to become a nation with only one deity to guide us. Instead, we chose to honor Ulfric as the head of our pantheon, with other Gods to guide us under his watchful and wise eye.

With this in mind, how could we deny another people their god? As long as they do not hinder our praise of Law and Prosperity, Kindness and Wisdom, let us likewise not hinder them.
>>
>>490679
Hmm, now, let's see...

I think all council members will agree there is no harm in letting the dwarves worship their gods. We all know who the true God is after all. Liothiel

Yes, yes...
I'll agree with Master Rynath on the initial placement of our spys in Eccia. Our only other real option is the empire after all. Perhaps we will uncover a way to unify our people.

>F
>D

More food for the common folk is always welcome to grow the cities, but we should look to our growth as a magical center. My magi will earn their keep, I promise the counsel. Indeed...

I'm afraid I can't agree with spending so many of our resources on restoring the city. Half of our monthly resources? Hmmm, yes, that is beyond generosity and is just wasteful. Let our elven friends care for their new holdings while we consolidate at home.
>>
>>490679
Spies
>2)Eccia

Faith
>Allow them to construct a temple.

Kingdom
>E - West
>F
>>
>>490679
>>Allow them.
>F
>E west
>E south
>>
>>490679
>2) The map spells it Echia, what gives?
>Allow them

>F

For D what kind of researches are available?
>>
>>490427
>these continuing costs make me very suspicious of our friend Ned

I guess it's a wizard's predisposition to be suspicious, but I assure you: no funny business happened. As a sign of good faith, I'll support a decision for a magic research, if it pleases you.
>>
>>491107

((Finally someone noticed, It's a typo I made several times should be Eccia.

On the research issue, it's up to you to pick the topic, (Siege weapons, crossbows, etc. Powder is not available yet., on the magic side it would increase the relative power of the army's magicians, our make up any special project you've got in mind))

Konstantin Wolfe: (Allow Dwarves, D and F)
Merchant's Representative: (Allow Dwarves, B, G and E)
High Mage Alister: (Allow, F and D)
Commander Jerik: Allow, E2 and F
Francis XII: Allow, F E2 and E3)
Ned: F
>>
>>491547

This far, we've picked D and F, we should specify the field of research (Military or Magical)
>>
>>491547
Are we truly going to abandon the advantage we have and allow the pirates to grow stronger while we delay an attack?

If that is the course this Council chooses, so be it, but let it be known that we had the opportunity, when several months down the road this threat becomes even greater and our losses, much more pronounced.
>>
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It's the last month of winter.

The dwarves have been granted permisson to build their temple.

The first group of spies has succesfully settle on the Eccian's capital, they would send us any relevant information from now on.

It took less than expected, but he Military Academy is now open, they are mostly training officers in battle tactics, and preparing war engineers to improve our siege weapons.

We've given a portion of our wealth to the Magic Academy to start an research project on magical weapons and spells, it'll surely be an usefull tool in upcoming battles.

The infraestructure project has significally advanced, our engineers expect it to be done by the next month. (-1 GOLD per turn)

Our troop are fully rested and ready for the invasion. Right now only 80% of our troop are available, 20% of them are in the occupied land protecting our newly aquired territories, sholud we leave them there, or recall every men for the invasion.

>Bring them back.
>The situation in the occupied lands is still delicate, we should leave them there to protect our newly aquired territories.

More food means prosperity, we're prepearing the plains at the west of the river to make even more farmlands.

The young king is almost five years old, he's slowly showing a better understanding of the world around him, his education will be more relevant from now on,

The treasury has grown! 3 GOLD (1 in stock, +1 from taxes, +2 from trade, -1 from infraestructure project.)

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

>A)Send an emissary to a nearby kingdom (which?). (0.5 Action points).
>B)Prepare our men and ships, call in our allies and start the invasion. (1 AP) (-1 GOLD per turn for upkeep)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund a military research project. (1 AP 1 GOLD)
>E)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>F) Train more soldiers. (0.5 AP) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.)
>G) Write-in (1 AP)
>>
>>491551
Yes, yes, I propose the research be of a magical nature. While military wartime potential is a fine thing to have, our kingdom has no immediate threads apart from the pirates to the north. We also have two friends on our borders and the Dwarven Holds and Empire in the distance have their own troubles. Now is the time for us to invest in the future.
The young magi are excited to conduct magical experiments with crops, and we should fully support them! I personally hope they find a way to increase the farmers crop yield. We would all be better for it.

I was too late to vote, my fault. Next time

>>491745
Now master Ryanth, a single month to rest after a long siege is enough for the men.

>>491112
Mostly in jest, I know you craftsmen take much care in ensuring quality.

>>491764
>The situation in the occupied lands is still delicate, we should leave them there to protect our newly acquired territories.
Yes, now, order in the lands is our highest priority.

>B)Prepare our men and ships, call in our allies and start the invasion.
>F) Train more soldiers. (0.5 AP) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.)
We should not hold our sword. The pirates were able to prey on those focused on wars, but they won't stand against us. I'll defer our remaining AP to the rest of the Council
>>
>>491764

>The situation in the occupied lands is still delicate, we should leave them there to protect our newly aquired territories.
This initial period of change is where it's most likely that any friction could occur. We need to show them that they are a part of our nation now, and integrate them.

>B
The merchants' representative is right in saying that the sooner the pirates are dealt with, the less our losses will be.

I'll wait to see what the rest of the council says, but if there's the manpower avaiable (like if we do as Alister suggests), I suggest
>E West (or at least follow the coastline in that direction)
>>
>>491764
Again, I urge taking care of the pirate problem as soon as possible.

>B)Prepare our men and ships, call in our allies and start the invasion. (1 AP) (-1 GOLD per turn for upkeep)

The situation could be inflamed by more troops, but for the moment, I believe leaving them there to be the best option. It's unknown if there are any disputes about the borders, and in recently conquered lands brigands are often a problem at first.

>The situation in the occupied lands is still delicate, we should leave them there to protect our newly aquired territories.

As far as education for the King goes, let him spend some months learning trade and law, and the religions of the land, learning alongside the clerics. They, along with the knights, can be his tutors. He will learn the ways of quill and sword, for I do not believe the ways of magic to be a fitting study for a King. It is a path that demands much time spent in research...time that would be spent better ruling our nation.

I defer any other decisions for the month, in favor of simply seeing the pirates taken care of.
>>
>>491764

Hmmm, yes, I support
>E West (or at least follow the coastline in that direction)
>>
>B
We cannot delay. This must be dealt with.

I also say the troops stationed in the New Territories should stay to ensure Law and Order.

The king should learn the ways of Law and various subjects relating to reading and writing, i have no doubt that an early start to these matters will be a great boon down the road.
>>
Wait, that new island we discovered, we should claim it, or at least send the scout there. We don't know if there's any valuable resource there, but at the very least it could be an outpost for our navy.
>>
>>491764
>The situation in the occupied lands is still delicate, we should leave them there to protect our newly aquired territories.

>B
>A goblins
>E west

>>491973
We just got a big piece of land so I don't think we need to aggressively claim any more at the moment.
>>
>>491973
We called for aid from Eccia and Tendalle, they have some measure of claim because of their aid. But perhaps we can come to an arrangement. We should try to claim the land for our kingdom.
>>
>>491973
It 'Could' serve as a resupply point for the navy, yes.
>>
>>492010
A big piece maybe, but less still than Tendalle. Is there any reason why we should not claim the land?
>>
>>492010

We already sent an emissary to the goblins
>>490679
>The emissary we sent to the Goblin Tribes is back, he barely escaped, sadly the goblins do not seem willing to negotiate with us, they even kidnapped one of the emissary's guards and ate him.
>>
>>492034
None at all.

There is also no reason why we should not claim the land that the pirates occupy currently.

We know that Tendalle is exhausted from their recent war and is stretched thin.

We also have spies in Eccia.

If need be, we can disrupt Eccia long enough to claim both islands, while Tendalle will be too weary to contest it.

It would have likely helped if we had aided Tendalle in their restoration, as then we could call upon their goodwill when this matter comes to a head, but it will likely still work now.
>>
>>492045
We did? well never mind that then.

>>492010
changing A to another E southwards.
>>
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Winter's over, the first warm days of spring have arrived.

We've thickened the size of our army, our current forces composition is as follows:

>7.250 + 1.000 Infantry troops.
>1950 + 500 Archers.
>475 + 250 Heavy Knights (Cavalry).
>40 + 5 Battle wizards.
>Siege weapons

Our invasion force will be formed by 9.176 troops, leaving 2.294 troops as occupation forces.

Transport ships and warships from the three kingdoms have merged on our port, 3.000 troops form the weakened Tendalle, 7.000 from Eccia, we make a total of over nineteen thousand men, our ships sail towards the north, if everyything goes as planned they'll reach the Thieve's lands by the end of the month.

The infraestructure project has been finished! the occupied lands have now been fully integrated to our kingdom. (-1 GOLD for this trun).

From now on, we'll start taxing and producing food and wood in our new lands. (+1 Food surplus, +1 wood, +1 taxes.)

The farmlands we started to prepare last month are not yet ready, it'll take one more month.

Our king will now be tutored by both clerics and knights, learning trade, laws and religion.

Another group of explorers has been dispached towards the west, through the coastline.

The mayor from the capital has came to the court with a request, our engineers have made the blueprints to build a sewer system in the city, this would increase the quality of life in the capital, attracting more inmigrants to our kingdom.

The treasury has grown! 5 GOLD (2 in stock, +2 from taxes, +2 from trade, +1 food surplus, -1 infraestructure project, -1 fleet upkeep.)

>A)Send an emissary to a nearby kingdom (which?) (we have wood to export, we can offer it). (0.5 Action points).
>B)Fund the sewers project. (1 AP, 2 GOLD)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund a military research project. (1 AP 1 GOLD)
>E)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>F) Write-in (1 AP)


((last post for a while, I'll come back tonight (in 4 hours aprox))
>>
>>492119
Proper sewers!? Now we won't have to dump our own filth into the streets? We must fund this Project immediately! The Quality of Life in the poorer districts would soar!
>B
>D
>>
>>492119
>B)Fund the sewers project. (1 AP, 2 GOLD)
>A)Send an emissary to a nearby kingdom (Guk Daral) (we have wood to export, we can offer it). (0.5 Action points).

Before we could not take the offer the Dwarves had for us to purchase their iron, but now we can. Even if they won't buy our wood, we should buy their iron. And we might learn something, such as with the sewers. Hmmm...

Hmmm, Yes, very impressive. I'm impressed how many men the Elves send against the Pirates with us. And Eccia seems to be sending quite some men as well.

Eccias surprising military power must come from it's position, next to the Empire. Ore prehaps our military is simply weak.
>>
>>492119
>B
it's pretty unambiguously a good think to have a proper sewage system.

>F
I think our current town/size ratio is pretty bad. Tendelle is only a little bigger but has 3 towns while we have only 1. So we should build one on our territory on the other side of bridge.

>>492191
well, we used to be around their size just a few turns back and we only increased our army size by a relatively small amount since we grew. so them having 3/4th (assuming they aren't sending their full army of course) sounds about right.
>>
>>492227
>>492119
I'm changing my vote from sending an emissary to building a town. There would be mo immediate benefits from getting a supply of iron apart from improved construction times, if I recall...
>>
>>492376
I shall also change my vote, building a Town would be a great boon along with the Sewer Systems.

>B
>F
>>
>>492119
I cannot understate the importance of the sewers system, it will be a dramatic change in the quality of life of our people.
>B

My collegues make a good point regarding the building of a new town. I'll support that decision.
>F (Build a new town on the other side of the bridge)
>>
<War reports>

The fleet has reached the enemy island, it seems we caught them preparing their defenses to receive us, they were fortificating their campaments and coasts, luckly we didn't gave them another month to prepare the beach head.
As our ships charged toward the coasts, giving and receiving waves of arrows, there were hundreds of enemy archers on the beaches, some of them perished, others retreated when our ship got closer.
We've had minor loses, our troops are already at the beach preparing to advance towards the main camp.
Our scouts have informed us that the enemie's main camp is surrounded by a long palisade with deep ditches, the only entrance to the camp is a three meters wide bridge over the ditch, a bottleneck.

Even if we're estimated to triplicate their numbers, fighting in such a bottleneck would significally increase our number of casualties.

Our war engineers propose to make mobile bridges to place over the ditches and then attack the camp making holes, or simple use hooks to pass trough the palisade, this would be a much better tactic since we'd avoid the bottleneck, but it'll take a month for preparation.

>1)Attack right now through the gate.
>2)Prepare bridges to avoid a bottleneck.

<Kingodm Reports>

We've got even more farmlands ready to produce! We're now known as the "world's barn". (+1 food surplus)

The explorers we sent westwards have not yet returned.

The sewage system is being built, it'll be ready for the next month. (-2 GOLD)

Urgent news from our spy network in Eccia, it seems their king has been assasinated, he had no heir and several noble families want to claim the throne, there's no civil war YET, but if one of the families is stronger enough to show clear superiority, the others would not go to war and they'd accept it.
Our spies suggest that we could finantiate one of the noble families so they can pay mercenaries to place themselves in the throne, if we do so, the new Eccian king would be our puppet.

((The "town" icons in the map are actually cities, there are several minor towns per kingdom but they aren't shown in the map))

We've decided to use our wood surplus and money to start expanding one of our towns west of the river, there are plenty of citizens looking forward to move there, it may turn into a mayor city soon. (-1 wood, -1 GOLD)

There are news from Tendalle, it seems that groups of goblins have raided some small towns in their south borders.

The king will be truning five years old next month!

(CONT)
>>
>>492864
The treasury has grown! 6 (2 in stock, +2 from taxes, +2 from trade, +2 food surplus, -1 fleet's upkeep, -1 army upkeep)

What are this month's orders?:

>A)Send an emissary to a nearby kingdom (which?) (we have wood to export, we can offer it). (0.5 Action points).
>B)Support an Eccian family to raise their candidate to throne (Puppet king, may help us to unificate lands later). (1 AP, 4 GOLD)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund a military research project. (1 AP 1 GOLD)
>E)Send part of our forces to defend the south Tendalle borders from the goblin's incursions. (1 AP)
>F) Start the construction of walls in the borders of the kingdom. (South, east or west borders.) (1 AP, 2 GOLD)
>G) Write-in (1 AP)

((I'll stop posting now, I'm going back to my appartament, if I get to fix my PC today I'll be posting tonight (I have to format it install drivers etc.))
((If I do not post tonight, I'll posting tomorrow at the same time as today, see ya'!))
>>
Lol of course the goblins couldn't resist the elf nation.
>>
>>492876
Well.

Our spy network is paying dividends already, I see. Let us choose our noble family carefully, and take advantage of this opportunity.

>B)Support an Eccian family to raise their candidate to throne (Puppet king, may help us to unificate lands later). (1 AP, 4 GOLD)

I would also suggest the building of walls, but at the moment, I think keeping hold of a small reserve of gold might be wise. Instead, let us train our soldiers.

>D)Fund a military research project. (1 AP 1 GOLD)

As far as the war effort goes, now that we have them on the run, we can afford to be a bit more cautious. Blockade them in, prevent any others from getting close, and let the engineers do what they can to minimize our casualties.

>2)Prepare bridges to avoid a bottleneck.
>>
>>492864
>Pirate War
How about we use their bottleneck in our favour?
We place archers around the palisade, and a large force waiting by the entrance. We then set the camp on fire (via fire-arrows, or equivalent), and then just wait.
Should they try to climb their own walls, the ditch will work in our favour, and we'll have ample oportunity to shoot them. If they try to leave through the main gate, they'll have the same problem we'd have invading.
All the while reducing our own casualties.
>3

>Kingdom
We should take advantage of our current wealth to gain access to the Eccian kingdom.
>>B
We are enjoying a relatively stable period. Building walls might make our neighbours uh.. antsy. So I say we refrain from getting them for now, but we can still prepare ourselves.
We could develop a vessel fitted with a siege weapon. Something like this could've been used against the pirates, and can be used in the future against any coastal threats.
>D Siege vessel
(If anyone has any other research idea, do share)
>>
>>492876
A bottleneck is troublesome, yes. But we can simply set the enemy on fire from a distance. We have a massive ranged advantage, though I suppose I should leave the military matters to someone more competent. Along that line,
>2)Prepare bridges to avoid a bottleneck.
We can make several openings through the wall as well as kill them from afar while they hide.


>G Train more soldiers and Mages
>B Support an Eccian family to raise their candidate to throne (Puppet king, may help us to unificate lands later). (1 AP, 4 GOLD)

The Goblins are a problem that we will have to solve later. I will be in my tower, looking for magical solutions to research and fund.
>>
>>493013
I defer to your expertise in these matters, Lord Engineer. I will back your proposals on these topics of engineering, for they seem quite sound.
>>
>>492876
I agree with Engineer Ned's Proposal on using the bottleneck in our favor.

>B
Supporting a candidate to the throne will increase stability in the region, if anything.

A civil war could very well cause Echia to collapse.
>>
>>493453
>>493275
>>493120
>>493013
Okay, we're using Engineer Ned's idea in the frontlines, as for the kingdom related affairs:

Rynath: B and D
Ned: B and D
Alister: B and G
Konstantin: B

We'll start with the development of a naval siege weapon:

((writing))
>>
((While I'm writting, check this:))

[[Since our income is getting thicker, and I do not want us to have nothing to expend the money on, I've come with a new mechanic:

Theere will be three new stats, every stat directly connected with the each other:

-Population Points: Indicates how much cities we can populate depending on our number of citizens. (if we have 2 cities and 1 pop point, only 1 city will be populated, thus we'd only get income from the populated city, if we have 3 pop points and 2 cities, means we can build a new city and expand)

-Overpopulation: (Minium -10, maxium 10): If we reach -10 it resets to 0 and we lose 1 Pop point, if we reach 10 it resets to 0 and we get 1 pop point.

-Relative Life Quality(Min -5 max 5) aka overpopulation per turn: Indicates how our Overpopulation would change in the end of the turn, does not resets, depends on per turn modifiers.

Example

Right now our Realtive Life quality would be at (+1) because:

At war (-2)
Proper Infraestructure (+1)
We have food Surplus (+1)
Recent built Sewers system (+1)
Plurarity of Faith (+1)
Close to an Empire (-1) (Inmigrants tend to pick them rather than us because of security reasons)

This would mean, next turn we'll have 1 Overpopulation, and the next 2, and after that 3.

Once we reach 10 points, it resets to 0 and we gain one pop point so we can expand.

At this speed it would take us 10 months to expand, but when the war's over, the -2 modifier would disappear and it would take us just 3 months to expand.

Creating soldiers will also consume overpopulation.]]

((Our current stats are:
Pop points: 2 (all being used due to the new city)
Overpopulation: 0
Relative Life Quality: +1 ]]
>>
>>493543
So they're stats to regulate expansion?
Would increasing the number of farms (or other food production) also increase the surplus bonus?
>>
>>493590
((

It does regulates expansion, but it was mainly made so the gold it's actually worth to have, because at this rythm gold would shortly be acumulated, with this system we'll have more things to spend on.

The "We have food Surplus (+1)" stays in +1 whether we have a +1 food surplus or a +999 food surplus.

On the other hand, the exporting food mechanic will stay the same, ( it does takes in count how much extra food we have.)

Next post will be posted in a few mins.))
>>
(Hello all, new player here and just finished reading the thread. Looks amazing so far.)

The Warriors guild has nominated a representative to speak on the council and ensure funding for the Academy is not sent elsewhere. Grom, is a wounded veteran of the recent elven war and former calvalry officer.

I think we should add an elven and Dwarven orphan to the Kings retinue. His closest friends being all human in a multi-racial Kingdom is just a ticking time bomb.

Also QM, could you tell us the current diplomatic treaties we have? Are tendall/eccia military allies or just trading partners that fought with us.
>>
>>493622
((Thanks for joining.

Defensive Allies:
Eccia

Non-aggresion pact:
Tendalle

Neutral:
>Drendald Kingdom (Elves)
>Guk'Daral Kingdom (Dwarves at war with Buldar Kingdom)
>Rhayd Empire (Mixture, mostly Humans)
>Buldar Kingdom
>Luga

Hostiles:
>Goblin Tribes

At war:
>Northern Sea Thieves

Tendalle and Eccia are fighting with us just to end with the Thieves' threat
))

(We haven't had any "difficult" wars yet, but I have a few surprises planned for the future, and a massive enemy yet unfound in the map.)
>>
>>493634
((Luga = Mostly Humans
Buldar= Dwarves
Eccia= Mostly Mostly Humans
Tendalle= Elves))
>>
>>493622
Yes, our thanks for your service Master Grom. We were lacking such a representative. Another voice for arms and magic is always welcome, indeed!

With the recent threats to peace, now more than ever we need a stronger military.
>>
<War Reports>

Ned's plan has been executed, our infantry made a sort of barricade in the bridge, while our archers and battle mages made a fire rain on the thieves settlement, it didn't take long to the military tents and wooden structures to light up, the enemy's troops were panicked, some of them tried to jump the palisade right into the ditches and tried to climb their way out, but in that position they were an easy target for our archers.
Others tried to fight they way out, but couldn't make their way through the bridge, our men slained every single wave of enemies.
There were about three to four thousand enemy casualties, most of them killed in the ditches by archers or by the burning flames.
Our casualties were barely six hundred men, all of them killed in the skirmish of the barricade, only 250 from those men were from our kingdom.
Mind over muscle, this result was certainly better than any prediction, the plan worked perfectly.

Although most of enemy's troops were here, this wasn't their main settlement, our scouts have found the way to their port, dozens of ships are docked in there, it seems they're trying to fill their ships with their belongs in order to leave the island, we cannot let them escape, we must end this threat for once.
Our troops advance towards the settlement by land, as our fleet does it by sea.

The battle starts both by land and sea.
On land our overwhelming numbers and better equipment, alongside with our skillful mages are no match for their old swords and worn shields, our casualties are minium.
On the other hand, the naval fight was tight, these pirates have spent most of their lives on their boats, they know how to use them, if wouldn't be for our bigger numbers, we would have lost the maritime battle, but we didn't.

In this battle our coallition lost two four thousand men, fifteen hundred were ours.
Half of our warships were destroyed or fully damaged.

The thieves will not be a problem anymore.

Our army is coming back, peace has been re -established.

(CONT)
>>
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>>493730
<Kingdom Report>

It is the second month of spring by now.

Our king has celebrated his 5th birthday!

We have assigned our military masterminds to develop some kind of maritime siege weapon, they'll inform us as soon as there's any advances in the project.(-1 GOLD)

We've dispached an heavily guarded diligence to send money to financiate the Eccian family's mercenaries so they have oposition to take the throne, if they succed, their king will follow our orders. (-4 GOLD)

The upgrades in the town on the other side of the river have finished, it is now considered a city. (+1 taxes per turn) (-1 Food surplus).

The explorer we sent to the west has returned with news, it seems that there are only mountain through the coastline before the sea expands. But there's also an un-populated island, there are mountains, plains and a big forest, it may we worth sending some settlers there, there could be iron in those mountains.

Tendalle's explorers have scouted the goblin's region, it seems there are several tribes fighting under the lead of their some sort of king, since this may be a threat for both of us, they've decided to share this information with us. (this was thanks to friendly relations).

<Kingdom Stats>
>Population Points: 2 (Used)
>Overpopulation: 1
>Relative Life Quality: +3
[Proper Infraestructure (+1)
We have food Surplus (+1)
Recent built Sewers system (+1)
Plurarity of Faith (+1)
Close to an Empire (-1))]

The treasury has grown! 5 GOLD (1 in stock, +2 from taxes, +2 form trade, +1 from food surplus, -1 fleet's upkeep)

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

>A)Send an emissary to a nearby kingdom (which?) (we have wood to export, we can offer it). (0.5 Action points).
>B)Build schools. (1 AP, 2 GOLD) (+1 Life Quality) (Faster research)
>C)Build Alchemist's college. (1 AP, 2 GOLD) (+1 Life Quality) (Better health)
>D)Buy the empire's maps. (0 AP) (3 GOLD)
>E)Send part of our forces to defend the south Tendalle borders from the goblin's incursions. (1 AP)
>F)Start the construction of walls in the borders of the kingdom. (South, east or west borders.) (1 AP, 2 GOLD)
>G)Repair the royal fleet. (1 AP 1 GOLD)
>H)Train more soldiers. (0.5 AP) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.)
>I) Write-in (1 AP)
>>
>>493737
>E
>B

Having schools would greatly benefit those who cannot afford private tutoring. That is to say, everyone not of the upper class.

And we cannot ignore what threat the Goblins pose. I have heard many... Unsettling rumors throughout many local meeting places for the poorer districts about the terrible things that Goblin raiding parties have done to the unfortunate Tendalle villages that have been attacked.

Details are possibly quite otherwise blown out of proportion, but even those that are not terribly outlandish have been quite disturbing.
>>
>>493737
>>493758
B - schools
I - write in

I agree with councilor Wolfe's proposal to build schools. The brightest of our population should not be wasted away as stable hands because of financial lack.

However I don't agree with sending our troops to fight for the elves when we are not even allies! Let the elves handle their own problems. We can step in when offered more of a reason than the rumored suffering of unknown villagers.

I propose we send a small continent of civilians and troops to occupy the northern Island. The docks their are an enormous strategic location that must belong to us. The added possibility of metals in the mountains are something I think most of us can agree would be useful for trade with our warring neighbors.
>>
>>493737
>G)Repair the royal fleet. (1 AP 1 GOLD)
>E)Send part of our forces to defend the south Tendalle borders from the goblin's incursions. (1 AP)

Though I would much like to start the construction of the schools, it must wait until his majesty's fleet is repaired and our friends are secure.

>>493758
Indeed! Our friends in Tendalle have fought side by side with our people for battle after battle. Many of our own people share blood ties with them! Is it not our duty to help those who have suffered more then us in our shared victories?

>>493784
Master Grom, I know of no ritual to make islands disappear. Let us return to the islands next month.

>Add a Dwarfven and Elven orphan to grow with the king.
On behalf of the king, we should lay claim to the islands. Repairing the pirate port and using it for our own uses would be easy enough to start, once things have slowed down. I will personally examine the flow of magic in the air, hmmmm, yes...
A great shame the king is too young to see the work up close. Later in his education I will show him to read the magic in the air.
>>
>>493784
Forgot to add.

Kings education. Let's get him a language tutor so he can learn elvish and dwarven. It will be easier at his age to learn and immensely useful when he is the head of state.

(Free?) Also find a dwarven and elven orphans to add to his retinue, both boys. Their education should be focused on trade for the dwarf and administration for the elf. What do the other councilors think?
>>
>>493803
Yes, there will be disagreement I think.
>>
>>493797
Councilors, while repairing the fleet to keep our military strong is always a priority. The Pirates are dead and the only ships on the seas are friendly ones. There is no need to rush the repairs now.

However we can not afford to wait and chance the tendalle or eccians taking the northern Island. Right now it is free for the taking, but if they take it there would be a high cost to buy it. Assuming they would ever release it willingly.

>>493758
>>493784
I will concede my vote for schools in exchange for supporting the tendalle and capturing the island. I also pledge my support to Councilors alister and wolfe for their votes at the next meeting.

E - help tendalle
I - write in, capture Island port
>>
>>493838
>>493797
>>493737
Hmm, yes, well...
I will change my vote to
>E
>I write in, capture Island port

Why, telling others that something can wait when you suddenly realize what you voted for can wait as well...
>>
>>493838

With northern island I assume you refeer to the Thieves' island, not the recently found island.
>>
>>493926
Yes, thieves port.
>>
>>493928
((Writing, sorry for the delay))
>>
>>493737
My apologies, Councilors, the Merchant's Guild called me away for this month. Happily it seems like interests are coinciding rather well.
>>493803
You...wish to advance the King's education in trade? Sir Grom, you have my utmost respect, and my full cooperation in this.

His current education is...actually quite close to what you have proposed, but languages are always useful, I have found. I will support this initiative.
>>
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>>493730

It is the third month of spring, the countryside looks everyday greener.

From the 9.176 troops we sent to deal with the thieves 7.426 made it back, if we count the troops left patroling the kingdom, we've got a total of 9720 men.

We've got another group of spies ready to settle, to which kingdom should we send them?

>Luga
>Tendalle
>Guk Daral
>Rhayd Empire
>Buldar

The king's education alongside the clerics and the knight will not be interrumpted, but he'll now also be taught foreign languages.

Our plan to place a hand picked king in the Eccian throne has worked out as planned, from now on we could financiate a propaganda campaign about how good it would be for the Eccian people to merge their kingdom and ours, it would take time to convince the people, but it can be done. The people in Eccia also prays to different gods than we do, if we'd build a temple on their capital, that'll help the assimilation process.

The engineers at charge of the maritime siege weapon have requested us money to fund their firsts prototype, accepting this request would help this project a lot.

The Magic acadamy has made outstanding breakthrough on the field of spells, they've developed healing abilities for our mages, which will be of great use in the battlefields.

We've dispatched over one thousand men to the south Tendalle borders to help them defend against the goblin incursions.

We've also sent a group of settlers, alongside of five hundred soldiers, to the recently conquered northern island, they would take over the port and try to repair the small town the thieves lived on, even if we don't have enough people to fully populate it yet. (-2 GOLD).


<Kingdom Stats>
>Population Points: 2 (Used)
>Overpopulation: 4
>Relative Life Quality: +3
[Proper Infraestructure (+1)
We have food Surplus (+1)
Recent built Sewers system (+1)
Plurality of Faith (+1)
Close to an Empire (-1))]

The treasury has grown! 7 GOLD (3 in stock, +2 from taxes, +2 form trade, +1 from food surplus, -1 army upkeep)

What are this month's orders? (2 AP, 7 GOLD):

>A)Send an emissary to a nearby kingdom (which?) (we have wood to export, we can offer it). (0.5 Action points).
>B)Build schools. (1 AP, 2 GOLD) (+1 Life Quality) (Faster research)
>C)Build Alchemist's college. (1 AP, 2 GOLD) (+1 Life Quality) (Better health)
>D)Buy the empire's maps. (0 AP) (3 GOLD)
>E)Fund the siege weapon's prototype. (0.5 AP) (2 GOLD)
>F)Start the construction of walls in the borders of the kingdom. (South, east or west borders.) (1 AP, 2 GOLD)
>G)Repair the royal fleet. (1 AP 1 GOLD)
>H)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.)
>I)Financiate a propaganda campaign in the Eccian kingdom. (2 GOLD) (0 AP)
>J)Build a temple on the Eccian capital. (1 GOLD) (0 AP)
>K)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>L) Write-in (1 AP)
>>
>>493980
>I
>J
>B

The merging of our Kingdoms could be a great boon, we have the gold to spare.

I still want to establish schools for the poorer districts, besides, a higher of average education would be a great boon to research
>>
>>493980
Spies
>Tendalle

Kingdom
>I
>J

Increasing the speed of assimilation should be a key priority for our nation! Have our puppet King made Duke of the territory once it is incorporated into our Kingdom.

>G
>H
>E

Improving the martial strength of our Kingdom will leave us in good stead for the uncertainty of the future. With the Royal Fleet repaired and the Royal Army enlarged, we will be prepared for the threats of tomorrow.
>>
>>493852
>>493972
I thank you for your support. It warms my heart seeing that this Council can work together and compromise. I expected it to be full of personal agendas.

>>493988
I - Eccian propaganda campaign
J - Eccian capital temple
B - Construct schools

I support councilor wolfes proposal.

>>493980
Is there a limit on how many classes the king can take? With military, religion, and language I'm assuming most of his day is being taken. We must let him enjoy his childhood some, I suppose, lest he grows up to have us all executed.
>>
>>493980
As the seasons pass, our kin will see the merit in joining our people. We are stronger united, and only strength can keep order...
Yes, yes, the middle island was claimed with little trouble. Now is the time to invest in the future and our people.

Hmm, yes, I wonder how the war between the Dwarven kingdoms over the river is going. Not that we should aid one side or another of course, by the Tree! That war has little to do with us.

>>494006
Though my bones yearn to turn this land into a center for magical arts, I am in the end a kings-man. It will come in time.

>I)Financiate a propaganda campaign in the Eccian kingdom. (2 GOLD) (0 AP)
>J)Build a temple on the Eccian capital. (1 GOLD) (0 AP)
>B)Build schools. (1 AP, 2 GOLD) (+1 Life Quality) (Faster research)
>E)Fund the siege weapon's prototype. (0.5 AP) (2 GOLD)
>A)Send an emissary to a nearby kingdom (which?) (we have wood to export, we can offer it). (0.5 Action points).

See if Guk Daral is willing to buy our wood or trade. Unfortunately I will have to retire for the night. I'm sure what the Council decides will be for the best, I shall return with new plans for the growth of the magi.
>>
>>494006

>>494013
>>493988
I - Eccian propaganda campaign
J - Eccian capital temple
B - Construct schools
E - Naval prototype
A - Emissary

Also supporting councilor alister along with councilor wolfe.
>>
((I, J, B, E and A wins, posting the last post of the night shortly!, alongside with updated map))
>>
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>>493980
It is the last month of spring.

The settlers we've sent to the captured island have repaired most buildings and formed an small town, as soon as we've got more settlers to send we'll upgrade it to a city.

We've decided to send money to the King, (and future Duke) of Eccia in order to prepare both the propaganda campaign and a temple for the Eccians to pray to Ulfric and our minor gods (-3 GOLD).

Knowledge is power, the first public schools of the kingdom are being built in the capital, there kids from all races will be taught writing, reading, faith, and some mathematics, between other basic subjects. (-2 GOLD) (+1 Life Quality)

The engineers' siege prototype has been built, sadly after a few test in the middle of the sea, the ship blew up, but we must not be disappointed, the engineers said that they can easily fix the blueprints and the project will be done by the next month.

We've also sent an emissary to Guk'Daral to sign a contract to sell them part of our wood surplus, sadly they're in war and have no money to spend in anything not related to war, but they've given us another offer.
They would give us the blueprints of their renowned crossbows for the right ammount of gold.(Improves our archers to crossbowmen)

News from the Tendalle, it seems the goblins attacks are now even more aggresive, half of the men we've sent are dead, they requested even more troops, they've also decided that it is time to sign an alliance with us.

>1) Accept, sign the alliance and send even more men. (How many? there are 500 there, we've got 2294 men patrolling our kingdom and 6426 in reserves).
>2)No, it is time for the Tendalle to defend themselves. (Relations dropped to Neutral.)

There are rumors of a deadly plague somewhere in the lands, some say it is killing a lot of people in the Rhayd Empire, others in the Tendalle republic, others that it is simply a lie. There's yet no confirmation from any kingdom.

Our spies in the Tendalle Republic have settled, they'll send us any relevant information.

<Kingdom Stats>
>Population Points: 2 (Used)
>Overpopulation: 8
>Relative Life Quality: +4
[Proper Infraestructure (+1)
We have food Surplus (+1)
Recent built Sewers system (+1)
Plurality of Faith (+1)
Close to an Empire (-1)
Public Schools (+1)]
>>
>>494059

The treasury has grown! 4 GOLD (0 in stock, +2 from taxes, +2 form trade, +1 from food surplus, -1 army upkeep)

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

>A)Send an emissary to a nearby kingdom (which?) (we have wood to export, we can offer it). (0.5 Action points).
>B)Buy the crossbow blueprints. (3 GOLD)
>C)Build Alchemist's college. (1 AP, 2 GOLD) (+1 Life Quality) (Better health)
>D)Buy the empire's maps. (0 AP) (3 GOLD)
>E)Fund the Magic Academy to start a new research project. (0.5 AP) (1 GOLD)
>F)Start the construction of walls in the borders of the kingdom. (South, east or west borders.) (1 AP, 2 GOLD)
>G)Repair the royal fleet. (1 AP 1 GOLD)
>H)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.)
>I)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>J) Write-in (1 AP)
>>
>>494006
Well, we could say that right now he can't take any more classes.

((A quick note, the northern island settlement is not considered a city yet, it will be once we have one more population point and decide to improve it to a city.))

Also good night, and see you tomorrow midday!
>>
>>494059
>C
>H

With these Proposals, we can start on these problems of the Goblins and the rumors of Plague.

We will sign the Alliance, and thus make up sending away more men to fight off the Goblins.

Then, building the Alchemist's college will help improve the general hygiene and health of the population, thus lowering any chance of plague.

Hah, i bet you're all thankful for that sewer system now huh? If we didn't have that, the chance of plague spreading would be so much wor-

...

That's it! Is there any way to ask the other Kingdoms that seem to be producing rumors of plague whether or not they have sewers or other sanitary improvements?
>>
>>494061
Very well, after a prolonged period in which I was forced to do a bit of politicking in the home base, as it were, I return to the Council. I hope you haven't set the kingdom aflame in my absence?

...I joke, I do have faith in the Council I have seen in action.

In any case, let us purchase technology while the opportunity presents itself. We do not know if this situation will arise again, and while I have faith in our engineers, they are busy at work explodin...ah, testing new ship prototypes.

>B)Buy the crossbow blueprints. (3 GOLD)

I would also like to take the time to repair our fleet. Let us establish ourselves on the seas so that our trade is protected from any new threats that arise, and so that the coastlines of our Kingdom will be safe from the same.

>G)Repair the royal fleet. (1 AP 1 GOLD)

Is Luga in need of any wood, perhaps? It would go well for us to have more gold in the coffers, an Alchemy Guild could certainly be an excellent use of our treasury, as could walls.

>A)Send an emissary to a nearby kingdom (Luga) (we have wood to export, we can offer it). (0.5 Action points)

As far as the Tendalle's war in the South goes, I would offer our aid again. However, I do not believe that we should simply pour manpower into this issue until we are bled dry. And certainly with no incentive for ourselves!

If the Tendalle wish our assistance, they should sweeten the deal. Perhaps they could go into debt in order to offer us persuasion of a financial nature? Or perhaps they might be able to offer something else, magical or military research that we could use in our own lands.

I would propose we tie those strings to our alliance, so that we get more out of this than simply the thanks of a war weary nation who might very well turn out to be rival in the distant future.

>1) Accept, sign the alliance and send even more men. (Up to 3000 to end the attacks if necessary). Only if the Tendalle nation is able to offer us something that compensates us for the blood spent on their behalf.
>>
>>494061
Alliance
>1) Send one thousand additional soldiers and accept the alliance

Kingdom
>G
>H
>I - South, following the river

Expand the military and search for new lands!
>>
>>494059
>>494086

Accept Alliance, send troops.
C - Alchemist college

I concur with councilor Wolfe, let us agree to the alliance with the elves and send troops. I think we should set a reputation for not taking our military lightly. Let's send all our forces that are not patrolling to attack in a joint assault with the tendalle army. We have no neighbors that might attack us while the army is away.

Also agree with the proposal for an Alchemist college. Sickness is pay off the trinity that leads to a nations death. War, sickness, civil war.

>>494101
A - Emissary to luga.

Supporting sending emissary to luga to inquire a trade agreement.

Let's see if the dwarves would be willing to drop the xbow price in exchange for the sewer plans. Exaggerate the rumors of plague in their empire neighbor. We don't badly need an improved military yet.
>>
>>494103
>>494101
>>494086

How do the other councilors feel about demanding control of the conquered goblin territory for our support of tendalle.
>>
>>494115
I would be more inclined to seek more substantial recompense, but if that is what is decided, I suppose it will have to do.

Simply consider a few things. We already have several islands we know of, which we have yet to settle, and there is much land in our kingdom to spread out upon. We may be shedding blood to purchase what will amount to a fallow field.

Then there is the possibility that we conquer no land at all, simply fend off the attacks for the moment. In that case we would gain nothing save corpses, which...are not terribly profitable, I'm afraid.

Of course, I'm only one Councilor, perhaps the others will see a wisdom in it that I do not. Still, I would only see it done as a last resort, I think, rather than simply expending the troops with no gain.
>>
>>494115
>>494148

I agree we need more in return than just the land, we are doing their work for them. I'm just pointing out we can take the entire region instead of splitting it like in the last war.

I don't think we should let tendalle expand south. Whoever controls the goblins lands could join the Guk Daral in their war, suddenly our elven neighbor is bigger than we are.


We should name the towns we have so we don't have to keep saying "town West of the bridge" or "port city on the formerly thief Island".
>>
>>494061
>>1)
There would be nothing worse than sending too little man and having them die needlessly. So I propose sending at least 5000.

>C
>>
Ah, with the expansion of our lands and the tax they bring I have been granted a place on this council. What an honour.

Ahem, well, as to the situation at current.

Rumours of plague are disturbing. Plague often means huge loss of income, and should be avoided. As such, I support the construction of the alchemists guild wholeheartedly if this will help prevent it.

>C

However, as I said, plagues can be expensive. Not only are there less people, but it becomes harder to collect taxes, conduct trade and so on. I'd advise against spending too much too quickly, a surplus to draw upon would give a degree of security to the kingdom.


As for the situation in Tendalle, I'm no military man, so I'll leave dealing with the goblin menace to those who are. I hope you'll listen to me on the aftermath though. I don't see that control of the goblin territory would necessarily a good idea. Their people are hostile to us, and unlikely to settle down immediately. A good portion of our strength would need to remain there to keep order. Costs would be high, income likely low, and our forces would be widely spread, given that this land is far away. Given any potential future conflict with Tendalle, we could potentially have our forces split in half as well.
>>
>>494165
People? Occupy? Goblins are not people, councilor, I've fought enough of them during my military days to know. They won't trade or make peace and live only for fighting. I say we kill them all and burn down their village.
>>
>>494165
>>494171
Remember, I tried to get the goblins to be friendly towards us, instead they captured and ate the messenger. I don't necessarily agree with genocide but I understand the reason people would want it in this case.
>>
>>494171
>>494172

My mistake. From the tax offices one loses touch with the finer points of individuals.

In that case, invasion of their land is even less sensible, in my opinion. Not only will it be expensive for us, but we'll end up with empty land. This is an area the size our own nation was just a couple of years ago, how could we possibly hope to settle it to a useful degree?
>>
>>494176
We need not settle the land at all, merely controlling it stops others from taking it.

This appears to be a disputed plan however, so I shall withdraw my proposal.
>>
>>494059
>Tendalle
This is looking like a lose-lose situation. We are sending men to die fighting somebody else's problem, and getting drawn into sending more men to avoid a relationship decay. And as pointed out, even if we are successful it might be a pyrric victory having to manage that land on the aftermath. I share Rynath's view that Tendalle should give us a better incentive to do this.
> Accept only if properly compensated

>Plague Rumours
It would indeed be interesting to know if there's any correlation between sanitary improvements and rumour spreading, as Wolfe said.

>Kingdom
Crossbows, eh? I'm fairly certain we could supersize that later on, if need be. This should also leave them with a favourable impression of us.
>B
It pains me to see the fleet is such disrepair, we shouldn't postpone the quality of one of our nation's backbones
>G
And we still can follow through with Rynath's suggestion of attempting trade with Luga,
>A) Send an emissary to a nearby kingdom (Luga) (we have wood to export, we can offer it). (0.5 Action points)
and also sending a scout
> I)Send a scout to explore new lands (If possible, maritime exploration North, else to the South) (0.5 Action points).
>>
>>494182

Perhaps we could allow Tendalle to control the land, but take a proportion of any incomes gained from it for, say, ten years?
>>
>>494189
Just like us they probably don't want it.
>>
>>494189
I also doubt they could settle it, even if it were conquered tomorrow.

They fought a war to gain the capitol they are not attempting to rebuild, then were involved in the capture of the northern island from pirates, and now are defending their borders from goblins...

They are extremely war weary, unless I miss my guess. And they have enough to settle as it is at this moment.
>>
Hmmmmm, yes, I am back from my studies. The newer members of the Magi Association continue to surprise me...

>>494165 #
Now Master Honder, goblins are not people. Elves, Men, Dwarves, and sometimes Orks. Those are people, yes. Goblins are beasts, they care nothing for order! They should be put to the sword before they use their vial rituals on our people!
...Yet perhaps it is not us to do such a thing. As Master Rynath pointed out, we already have lands and resources gone unused! If our people are to die for our friends, friends though they may be, there must be recompense that is not land. If this was a true invasion we would sure march to their walls, but these are just raids. I'm loathe to leave though, after their aid against the pirates. Perhaps a continuous small force.

I have no doubt the dwarves would willingly purge the goblins if they ended their silly war over the river.
>>
Konstantin Wolfe: C H
Merchant's Representative: G B A(Luga) (send 3000 only if they offer something)
Comander Jerik: G H I(south) (Send 1000 men)
Grom: C A and exaggerate the rumors on dwarves
Francis: C and send 5000
Treasurer Honder: C
Engineer Ned: G B A I Send men only if compensated
High Mage Alister: Continuous small force.

Kingdom affair:

A: 3
B: 2
C: 4
G: 3
H: 2
I: 2

C A G (2.5 AP)

Rolling for possible results:

1) CG (2 AP)
2) CA + B, H or I (1.5 AP)
>>
Rolled 1 (1d2)

>>494768

((Forgot dice))
>>
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>>494059

Summer's here.

The maritime siege weapon project it is ready, now our fleet will have such weapon.

We've told the darves about the dangerous plague, and offered them the blueprints of our sewage systems for their crossbows, but it seems they didn't accepted it, their architecture is far ahead of us, they already have a sewage system in their caves.

It seems the campaing to integrate Eccia to the kingdom is gaining more followers everyday, soon it'll be easy to annex them as a dutchy.

The royal fleet it is being repaired, our ships will be soon ready to guard our sea routes. (-1 GOLD).

Given the rumors of the plague, we decided to improve the kingdom's sanitation by funding the alchemist college, they primarly objective will be, atleast for now, to elaborate healing potions and ointments. (-2 GOLD) (+1 Life Quality)

I has been confirmed, the plague was originated in one of the Empire's mayor cities. and it has already expanded to the whole Empire, killing thousand of people.

There are reports that the deadly plague has already reached Eccia, how should we react?:

1)Close our borders and cut our trade routes with both the Eccia and Rhyad!
2)Just close our borders!
3)Other.

((Since we haven't built a proper wall on the kingdom borders, it would be hard to keep the borders closed, but it will delay the plague a lot.))

We've sent a thousand troops to defend the Tendalle's borders, but they'll stay only if they offer us something in exchange, more than just the goblin's worthless lands.

They've offered us a small payment per month until the goblins are dealt with, but only if to the thousand men we sent, we add two thousand more. (+1 GOLD per turn)

We've enough people to upgrade our north settlement to a city!
>>
>>494947


<Kingdom Stats>
>Population Points: 2 (Used) 1 (Free)
>Overpopulation: 2 (12)
>Relative Life Quality: +4
[Proper Infraestructure (+1)
We have food Surplus (+1)
Recent built Sewers system (+1)
Plurality of Faith (+1)
Close to an Empire (-1)
Public Schools (+1)
Alchemist's College (+1)
Goblin wars (-1)]

The treasury has grown! 5 GOLD (3 in stock, +2 from taxes, +2 form trade, +1 from food surplus, +1 from Tendalle -1 army upkeep)

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

>A)Send an emissary to a nearby kingdom (which?) (we have wood to export, we can offer it). (0.5 Action points).
>B)Buy the crossbow blueprints. (3 GOLD)
>C)Fund the Alchemists to stockpile more potions for the citizens. (0.5 AP) (1 GOLD)
>D)Buy the empire's maps. (0 AP) (3 GOLD)
>E)Fund the Magic or Military Academy to start a new research project. (0.5 AP) (1 GOLD)
>F)Start the construction of walls in the borders of the kingdom. (South, east or west borders.) (1 AP, 2 GOLD)
>G)Upgrade our settlement to a city. (1 AP 2 GOLD)
>H)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.)
>I)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>J) Write-in (1 AP)
>>
>>494947
((Holy shit that grammar))
>>
>>494952
Agh, We've got 1 in stock, not three.

Aaaand we'd have 6 GOLD because I fucked up the math
>>
>>494952
Curse those bean counters, first it's five, then it's seven, then six...

...Not that I ever committed my own errors from time to time. Once I forgot to carry a five and...

...well, I digress. Down to business.

Now that we have the people, let us utilize them. Upgrade our village on the island to a city.

>G)Upgrade our settlement to a city. (1 AP 2 GOLD)

Additionally, with the plague seemingly in full swing, let us work on healing potions...

>C)Fund the Alchemists to stockpile more potions for the citizens. (0.5 AP) (1 GOLD)

...and additionally, let us fund the Mages Academy to see if they might magic us up a cure to this plague that ails us. That...is the proper terminology, is it not, Councilman Alister?

>E)Fund the Magic or Military Academy to start a new research project. (0.5 AP) (1 GOLD)

>>494947
I nearly had the instant reaction to decry anything which threatened the lifeblood of trade that feeds our city, but then I considered a bit. How MUCH, exactly, would this decrease our trade revenues monthly? Would we lose all, some, half? Might we get an estimate on that?
>>
>>494947
Also, I favor the idea of gaining land AND coin, that whets my appetite quite nicely. By all means, send them the extra troops.
>>
>>495035
>G)Upgrade our settlement to a city. (1 AP 2 GOLD)
>E)Fund the Magic or Military Academy to start a new research project.(0.5 AP) (1 GOLD)

My fellow Council members, yes, now is the time for our magi to prove their worth and for our kingdom to shine as a light across the land! Yes,indeed, In my studies after the recent healing magic discovery, I have grown to have a great deal of trust in our young minds. Let us start a Magic Academy project to cure the plague before it ravages through the continent!

We should close our borders and cut with Eccia and Rhyad. It is unfortunate, but they must surely understand. We have a duty to our people to protect them from this sickness, and I daresay closing our borders to Eccia will not cause undue harm if we open before long. If, sorry, when our land gets the plague it will only be a matter of time until Tendalle does as well, and last I heard they still have not recovered from their wars. Perhaps we should consider walls to the south and east in the years to come.

>H)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.)
Send the 2,000 troops to join the rest and an extra 1,000 as well. We have the men in reserve, perhaps we might offer enough resistance to convince the Goblins to look else-ware.


Ahh, forgive these bones. in my haste I forgot my new name day robes.

>>495035
It seems we share a mind Master Rynath, yes I have no doubt the young magi will find a cure if given time.
>>
>>494952
>C

This Plague must be dealt with, and we must take every precaution we can. Else it will spiral out of control.

>H
>J

We have the ability to send more troops southward to deal with the Goblins, and to train more to make up for any losses. Thus we shall send two thousand more, to ensure that these Goblin bastards will be put down.

Reports on the Plague

>3

We should take all precautions, as cutting off our trade routes on the seas would mean the death of us.

We should, with the combined help of the Alchemists, the Clergy, and the Mages; set up a system for quarantine where any visitors into our borders can be tested for symptoms, and thus separate any infected from healthy.

And we MUST find a way to at least inoculate the population from this sickness, if not at least to try to cure it.
>>
>>494952
>Plague Measures
Cutting the trade routes would be a severe gold loss, gold which is funding our quest to rid us of the plague. I say we close the borders, but also implement a quarentene to all vessels incoming from afflicted lands
>3) it's 2 plus quarentene on arrivals from afflicted lands

If the plague is as contagious as it appears to be, we'll almost certainly have to deal with it, so funding the alchemists may well be worth it.
>C) Fund the Alchemists
Also the Mages might be able to provide extra methods of dealing with this plague.
>E) Fund the Magic Academy (Research a cure/inoculation)

The monthly payment for extra men seems a reasonable exchange for now.
>>
>>495066
It seems you had the same idea. Quarantine will allow us to retain the trade routes, and protect us better from this sickness.

My choices before still allow me to suggest more, and I support the training of more soldiers and a scouting mission to the North, beyond our latest territory.
>H) Train soldiers
>I) Send scout (maritime exploration North)
>>
>>494952
>1)
if we could send some potions their way that would be nice though.

>B
>G
>E, time to discover antidote.

>>495035
we'll be going down from 4 to 2 trade routes. With 2 trade routes we will be making 0 gold from trade a month. So we would be going from 5g/month to 3g/month.
>>
>>494952
Hmmmm...
A plague is truly worse than war. My apologies to Master Rynath and Master Honder. I value investment, truly, but we must not spare any cost at the moment. And a Quarantine is certainly in order to buy time, yes. My thanks, Master Ned and Wolfe.
>>
I would very much like to find out more about this plague... We are told that it started in Rhyad, and that it has spread across the whole empire. But what are the symptoms? Does it have visible markings? This would help in detecting and fighting the disease
>>
2- Trade means money, means tariffs, which can be put to work combating the plague if necessary. Just try to limit contact with anyone who may be infected. Take precautions.

As I said before, plague is a terrible scourge to man and money. I'd agree with any measures designed to combat the plague, be it magical or alchemical.

>C
>E
>>
>>495115
If we are making 2 units per month via trade, and we have 4 routes active, but will lose 2 by cutting off trade with Rhayd and Eccia, that is a 50% reduction in trade, which means it stands to reason that it is likewise a 50% reduction in profit. Ergo, 1 unit of gold per month, rather than two.

Which, frankly, I can live with. Live being the operative word. I live in this country too, gentlemen, and dead men do not prosper.

I, however, was not sure if this would be the case, as I'm not officially overseeing the routes, and was hoping for more of a certain declaration, rather than an educated guess.

>>494952
(Hey Council QM, are we going to be down to +1 Gold/month for trade, or none?)
>>
>>495122
No need for apologies, Sir Alister. I simply wish an informed decision on the matter, and frankly, am leaning more toward the idea of a quarantine myself.

We will do ourselves no good to take sick and then spread this plague further, certainly. Not only will we lose citizens and coin trying to stop it, we will likely also lose our trade with the nations who do not have plague in their borders once it spreads to our lands.
>>
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>>495164
that's all very mathematical of you and all but it appears that unless the have more than 2 trade routes the scale is too small for us to make a profit out of it. You can see it on the map
>>
>>495184
Ah, so I see. My apologies then, Sir Francis. I seem to have overlooked that.
>>
>>495192
Don't be bothered by it, if I didn't spend too much time looking at the map myself I probably would have forgotten about it too.
>>
>>495066
Upon not being able to read a map, hiring several men with abacuses to determine how Sir Francis had reached his determination, then firing said men once he was kind enough to point out I was apparently holding the map wrong ways up, I find I support Sir Wolfe's championed idea of a quarantine, which has gained many backers among the Council. Add my voice to theirs.
>>
>>494947
I say we cut trade and close the borders until we get a cure to this plague. Better to suffer the loss of coin before the loss of life, councilor rynath. Also agree with the other councilors that we need to fund the Alchemist Guild and Mages Guild to prepare for the inevitable.

Lets also send more troops to tendalle in exchange for their gold. Councilors, I suggest a large force, another 2000 to bring the total to 3000. This will result in less casualties to our men having large numbers to rely on.
>>494977
>>494977

- cut trade and borders
- send more troops in exchange for gold
C - Fund Alchemist guild
E - Fund Mages Guild for cure research
J - Write in, Colonize North Island

>>495035
This is not my area of expertise but would we not profit more from colonising the north Island and starting mining operations instead of expanding our capital?
>>
>>495677
The settlement we would be expanding would be on the north island, the land that we retained from the pirates. I defer to Francis to actually point it out if he wishes, considering I've already made one map related gaffe today.
>>
>>495677

There's a settlement ready to become a city in the north island, or do you mean the northwest island?
>>
Rolled 1 (1d2)

-Merchant Lord, Rynath: G C E 2+quarentine
-Francis XII: 1 B, G and E
-Treasurer Honder: 2, C E
-Engineer Ned: 2 + quarentine, C E H and I to the north
-High Mage Alister: 2 + qurentine, G E H
-Konstantin Wolfe:C H J 2 +quarentine
-Z: C E J (J=G???)

E: 6
C: 5
G: 3 (+1?)
H: 3
B: 1
J: 1
J2: (+1?)

E, C, and closed borders with quarentine to retain trade routes win.

((Rolling between H and G:

G=1
H=2))
>>
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>>494947

It is the second month of summer.

We've reinforced the patrol on our eastern borders, no people is allowed in, unless they're heavily tested for symptoms.
The council has also decided to keep the trade routes active, but we've prepared a great number of alchemist to test any incoming ship for symptoms, the symptoms include hives, acute fever and blood vomiting, it is highly contagious, during its active phase kills the host around the tenth day, but also shows a passive stage, where only hives are seen, can be spread during both stages, through direct contact or infected surfaces.
There are thousands of people trying to pass our borders from both Eccia thorough land, and Ryahd through sea, this has made huge congestions on both our ports and roads.
There are reports of groups of Eccians trying to avoid the controls, dozens of people have been caught in the border's forest trying to pass unnoted, some may have already passed.

Luga has already suspended their trade routes westwards, their city is being isolated. (-1 Trade routes).

We've decided to fund the magic academy so they can find ways to fight the plague, as we have also sent money to the alchemists to keep producing potions.
Right now the potions they're producing only make it a little more difficult to the consumer to get infected, but there's no cure yet. (-2 GOLD)

The settlement on the north island is being upgraded, we've sent enough people to start expand it to fully productive city, since the threat of the plague in the mainland, it wasn't difficult to find people eager to settle in the island. (-2 GOLD) ( +1 taxes)

We've decided to send two thousand more troops to join the one thousand already sent, plus the remaining five hundred troops that survived the last goblin assault, we have a total of 3.500 troops in the south Tendalle border.

The puppet king has sent most of the Eccian army to their west border, to help us controlling the inflow of inmigrants.

The Tendalle scouts have infiltrated into the goblin lands, it seems that the goblins are making military equipment day and night without rest, they might be preparing for a major invasion, this represents a clear threat not just for the Tendalle, but for both of us.

>1)Send all our spare troops to help the defence before it's too late!

>2)No, we better send our spare troops to patrol the east borders and minimize the chances of infected inmigrants entering our kingdom.

>3) Split troops between both options. (Spcify how many to each)
(3426 troops in reserve)

One of the Grand Wizard Masters from the academy has got a vision, huge evil force with no match is preparing an invasion somewhere in the lands, such a force even greater than the Empire, but they're not goblins, they're something stronger.

CONT
>>
>>496118

<Kingdom Stats>
>Population Points: 3 (Used)
>Overpopulation: 6
>Relative Life Quality: 4
[Proper Infraestructure (+1)
Recent built Sewers system (+1)
Plurality of Faith (+1)
Close to an Empire (-0 because of plague)
Public Schools (+1)
Alchemist's College (+1)
Goblin wars (-1)]

The treasury has grown! 7 GOLD (2 in stock, +3 from taxes, +1 form trade, +1 from Tendalle, +1 from food surplus -1 army upkeep):

What are this month's orders? (7 GOLD, 2 AP):

>A)Send an emissary to a nearby kingdom (which?) (we have wood to export, we can offer it). (0.5 Action points).
>B)Buy the crossbow blueprints. (3 GOLD)
>C)Fund the Alchemists to stockpile even more potions for the citizens. (0.5 AP) (1 GOLD)
>D)Buy the empire's maps. (0 AP) (3 GOLD)
>E)Fund the Military Academy to start a new research project. (0.5 AP) (1 GOLD)
>F)Start the construction of walls in the borders of the kingdom. (South, east or west borders.) (1 AP, 2 GOLD)
>G)Build more farmlands. (1 AP 1 GOLD)
>H)Build mines searcing for minerals in the north island's mountains. (2 GOLD, 0.5 AP)
>I)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.) (can be picked more than once)
>J)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>K) Write-in (1 AP)
>>
>>496123
Umm, greetings council members. I am the Magi Maiele. High Mage Alister has come down with a condition while assisting the plague research and instructed me to come here in his stead. I'll, uhm, try to represent his opinion as best as I can.

>>496123
>B)Buy the crossbow blueprints. (3 GOLD)
>I)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.) (can be picked more than once)
The High mage only had one instruction to share, that we should prepare for war, and that we would not have time to wait for the king to grow up. I think this is what he meant.

>K) Write-in (1 AP)
T-There is no need to buy maps from others! With some proper funding, we can scry the lands with magic! I know the magi who had the vision, she thinks she can use the same type of magic to look for into the distance.
Sorry if I'm being bothersome.

I'll let you Masters vote on the other resources for now, I'll just give my impute.

Sorry for my repeated introductions Masters, I keep forgetting how to do it properly! Sorry!
>>
>>496123
>B
>I
>C

We must keep producing potions to slow the spread of the Plague.

The Goblins could be a diversion of a sort, while we're occupied with the Goblins...

Nevertheless, we must not ignore the threat the Goblins pose for now.

We should send half of our reserves to reinforce the Goblin Front. While the other half will secure the East against the Infected.

I have a bad feeling that the Plague and the 'Evil Force' are not unrelated.
>>
>>496123
Alright, gentlemen. We are famed for our granaries, but I believe we must diversify. Let us build mines and search for minerals. If nothing else, stone itself would be useful, if we are considering building walls anytime soon.

>H)Build mines searching for minerals in the north island's mountains. (2 GOLD, 0.5 AP)

And although I have put little personal stock in magic in the past, perhaps it is better to be prepared. It is certain the troops will not go unused, at least.

>I)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1k infantry, 0.5k Archers, 250 knights and 5 battle mages.)

And on the issue of preparedness...

>C)Fund the Alchemists to stockpile even more potions for the citizens. (0.5 AP) (1 GOLD)

>>496216
I personally like the idea of magically doing what we have been sending scouts to do. My proposals do not leave the time to manage such a feat within their current restraints, but I might be willing to revisit them depending on the views of the other councilors. Perhaps a deal could even be made? I would be willing to support your idea for magical...scrying? with your support for mineral expansion in our northern territories.
>>
>>496240
Oah! I was told about this! It's called negotiating right!?
Finding a source of minerals is a great idea. If we are able to use scrying magic in the future, than maybe it can help find minerals, not just find the lay of the land! It could also be used to see armies before they approach...

Sorry. I'll get a quill.

>>496123
>H)Build mines searching for minerals in the north island's mountains. (2 GOLD, 0.5 AP)
>>
I apologize to the council, I was called away on Guild business and my secretary 'Z' did not proof read his notes.

>>496118

-send 3000 troops to Tendalle, 400 to staff the eastern medical camps.
K (1ap) - write in, establish 3 quarantine camps on the eastern border near the Eccia road

I suggest we send all the spare troops we have to reinforce the tendalle defense. The goblin scum are preparing to march and we must not allow half our forces to be overwhelmed. Even with our entire army we could not stop the infected from crossing our borders. Do the spies have a count of the goblins force?

K - write in.

Also, I have a plan to control the plague spread. I recommend we set up camps on the eastern border to collect the refugees and offer the chance for medicine instead of death for trespassing. This will hopefully draw the infected instead of them spreading to the cities. Screen all travelers and release those showing no symptoms without allowing them into the camps.

I have no other proposals this month.
>>
>>496279
So it might, so it might. You are certainly the exuberant specialist in this department. I just push coins around most of the day.

>>496240
Amending my vote, then. We have healing potions stockpiled as is, are quarantining ships and visitors to our lands, and are actively working on a cure this very moment. I withdraw the idea to create yet MORE healing potions, and refocus it on this...scrying magic idea.

>K) Write-in (1 AP) Scrying Magic! Whatever that is...

>>496118
Since I did not weigh in on the subject of manpower, allow me to do that now. As heartless as it sounds, we must divert more forces toward the east than the west. We can allow our lands to become plague ridden and thereby weaken ourselves at the threshold of an invasion, or we can take steps to both keep ourselves AND Tendalle strong at this time.

>3) Split troops between both options. (Spcify how many to each) (2000 to our Eastern Border, 1000 to our Western Border.)
>>
>>496296
I also support the other councilors in the following. Our forces are all veterans, we could use some new blood to fill the holes left by casualties like myself. Also continuing to build our medical stockpiles will only have positive effects.

All my recommendations:
I - train more soldiers
C - fund the Alchemist college
K - write in, establish 3 quarantine camps on the eastern border near the Eccia road

-send 3000 troops to Tendalle, 400 to staff the eastern medical camps.
>>
>>496327
Forgot to add a proposal to formally name our cities. I nominate that the pirates Island port become known as Athens, and the western city near the bridge become known as Bridgewater.

Any opposed?
>>
>>496123
>3) Split, 1k to south Tendalle border, the rest to eastern border
Do we have any idea of the goblin numbers? We may need to fight smart rather than going for overwhelming them.

We'll need more soldiers to help deal with this crisis.
>I) Train more soldiers (0.5 AP) (1 Overpopulation) (1 GOLD)
If we can slow down the spread, we'll have more time to find a cure, funding more potions should help that.
>C) Fund the Alchemists (0.5 AP) (1 GOLD)
I'm also interested in finding out what wealth lies in the north island.
>H) Build mines in the north island's mountains. (2 GOLD, 0.5 AP)

This vision and its implications worry me greatly...
>>
>>496354
I suppose it is far too much an overreach to suggest Rynathville?

Regardless, I have no direct opposition to your names, Sir Grom. Athens...rolls off the tongue oddly, when compared to as pedestrian a name as Bridgewater, but I'll get used to it, I'm sure.
>>
>>496354
None, I'm not very good with names anyway. But the quarantine camps and Alchemist funding might mean the magic research... >>496375
Oah..
Well, maybe it can be funded some other time...

>>496123
I'm not sure what to do with the troops. If the goblins break through, so many will die. But the people need the best we have to offer here at home. I guess we should do what Grom says, he knows war...
-send 3000 troops to Tendalle, 400 to staff the eastern medical camps.
>>
>>496393
The magic academy has already been funded to research a cure, just last month.

see: >>495758 >>494952
>>
>>496407
No-
Sorry! I was talking about>>496216
>K) Write-in (1 AP)
T-There is no need to buy maps from others! With some proper funding, we can scry the lands with magic! I know the magi who had the vision, she thinks she can use the same type of magic to look for into the distance.
>>
>>496391
We can all agree the merchants Guild has been a driving force in the kingdoms recent prosperity. However I do believe naming towns after ourselves might be a poor message to the public, as enjoyable as it might be.

>>496393
I do believe the possibility of this acting technique intrigues me greatly, representative maiele. The military uses stagger my mind. I think we should focus on this plague business and not take it too lightly, however. Rest assured I will push for scrying research as soon as circumstances allow.

I appreciate your support on the military strategy, but do not fear to question. An uncontested plan is usually a bad one in my experience.
>>
Grom: I C K2
Healer Maiele: B I K1 H
Engineer Ned: ICH
Merchant Lord, Rynath: K1, I, C
Konstantin Wolfe: BIC

B: 2
K1: 2
I: 5
C: 4
H: 2
K2: 1

I, C, B, K1 and H

If we switch our current magical project right now, as K1 suggests, we would stop researching magical cures for the plague, is that the council's will?
>>
>>496998
Hm.

Negative, then.

A cure is still vital for us.

>>496279
If you wish to change your vote again for the mines, feel free, for I cannot in good conscience back a proposal that will halt our progress on a cure for this plague, which could be both beneficial and extremely profitable for us.

I will, however, vow that at earliest convenience, the Mages will be funded for a new research project, regardless of your decision. I have given my word, after all.
>>
Rolled 1 (1d2)

>>496998

War affairs:

Grom: 3k to west, 0.4k east
Healer Maiele: 3k west, 0.4k east
Engineer Ned: 1k to west, rest to east (aprox 2000)
Merchant Lord, Rynath: 1000 west, 2000 east
Konstantin Wolfe: half reserves to each front

Rolling between:
1)3000 west, 400 east.
2)2000 east, 1000 west
>>
>>496998
Grom votes to continue the plague research.

If we are the only ones with the cure, we can expect all our enemies to be weakened while also recieving a vast influx of refugees to settle towns, or political leverage for deals.
>>
>>497023
((writing))
>>
>>496998
>>497016
N-No, the plague experiments are much more important!

...This is hard. I hope the High Mage gets better soon.
>>
>>497044
Representative maiele, you would not be averse to informing us on what illness the mage has succumbed to? Surely he was not so foolish as to be near a plague victim himself?
>>
>>497057
Well...
Alister wanted to prove he could master a new field of magic, I think. He was helping us with our experiments in curing the plague and he tried an unraveling spell. It...
Well. Sorry....
>>
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>>496118

The third month of summer has started.

If the goblins are preparing a large scale invasion, we wont make it easy for them, another three thousand men were dispached to the south Tendalle borders, making a total of six and a half thousand Ultanders in the border, alongside with four thousand allied troops.

The Tendalle has started to fortificate their positions on their south border, the goblin incursions have finished for, it seems they're regrouping, the allied scouts have no confirmation of how big the goblin army is.
We've also sent our four hundred remaining men to the eastern front to assist in the medical camps.

The dwarven's offer has been accepted, our war engineers are already reading the blueprints of the dwarven crossbows to start equiping our troops with this lethal weapon. (-3 GOLD)

We've started another recruitment campaign, this time instead of archers, we'll be training our ranged soldiers with the newly acquired crossbows. (-1 GOLD, - 1 Overpopulation) (+1.75k troops in reserve).

Where should we send our new recruits?
>1)To defend us from the Goblins.
>2)To assist in the quarentine.

Our alchemist keep crafting as much potions as they can, the demand of potions it is still high, we keep distributing the potions evenly through the population to minimize the risk of contraction. (-1 GOLD)

Meanwhile, in the northern island our engineers and architects have started digging into the mountain, it seems the mountains are rich in both Iron and Stone, the first will increase our speed rate, and reduce the cost, of military equipment crafting, while the second will have the same effect with future constructions (Town to city upgrade, building walls, etc.). (-2 GOLD) (+1 Iron) (+1 Stone).

The fact that we've expanded so much lately, has reduced our food exports to the level that our food production matched our demand. (-1 food surplus).

Our major cities have been officially named, the northern island has been named Athens, and the western city is now known as Bridgewater.

The Grand Wizard Master has had another vision, this time he was standing on a dead wasteland, dry trees and grey dirt, the sound of a great army marching on the distance, sadly, he didn't recognized the race of the troops because they were too far away.

There have been no reports of any plague infected found inside our kingdom, although our alchemists and soldiers report hundreds of infected civiliand found trying to reach our kingdom both by sea or land, it may be just a matter of time for the plague to traspass, just one infected man would put the whole kingdom in danger.

News from the Magical Academy, it seems they have found the way to improve our current potionsand turn it into some kind of plague inmunity potion, they do not know why yet, but sadly it doesn't works on everyone, maybe if they keep digging, they may find the way to improve it, but for now we atleast we have better potions.
>>
>>497111
<Kingdom Stats>
>Population Points: 3 (Used)
>Overpopulation: 8 (9-1 for recruitment)
>Relative Life Quality: 3
[Proper Infraestructure (+1)
Plurality of Faith (+1)
Close to an Empire (-0 because of plague)
Public Schools (+1)
Alchemist's College (+1)
Goblin wars (-1)]

Our treasury has grown! 4 GOLD (0 in stock, +3 from taxes, +1 form trade, +1 from Tendalle, -1 army upkeep)

Resources: 1 Iron, 1 Wood, 1 Stone

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

>A)Send an emissary to a nearby kingdom (which?) (we have resources to export, we can offer it). (0.5 Action points).
>B)Fund the Alchemists to start producing the new potions. (0.5 AP) (1 GOLD)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund the Military Academy to start a new research project. (0.5 AP) (1 GOLD)
>E)Start the construction of walls in the borders of the kingdom. (South, east or west borders.) (1 AP, 2 GOLD)
>F)Build more farmlands. (1 AP 1 GOLD)
>G)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)(Improved due to iron) (can be picked more than once)
>H)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>I) Write-in (1 AP)
>>
>>497113
((and that's it for tonight, sorry for not posting that much today, had a busy day/night.
Tomorrow we'll keep strugling to stop the infection, and we would finally face the goblins, unless... they're not preparing to fight with US? who knows, See ya'!))
>>
>>497117
No worries QM.

>>497111
(Could we treat ports as a single farm tile? Surely a coastal kingdom would have a fishing market. Asking for free stuff, sorry. Also assuming the mage guild is still researching the cure since there was no option.)


Proposals:
-Have warriors guild create an logistics division to compile all war reports.
-new recruits to the east quarantine
A - (.5 ap) emissary to eccia to offer immunity potions.
B - (.5 ap/1g) Fund Alchemist for immunity potions


A - Emissary to Eccia
I propose offering the eccians the immunity potion recipe in conjuction with having the puppet King make a public statement praising utland for our continued protection of the Eccian people. Not only will this cut down on the plague spread, it is a huge bonus to our campaign to annex eccia by saving them.

I also suggest we do not offer any help to rhyad empire, they are the biggest threat to us for now and the plague ravaging them could change the political structure leaving us as the regional power.

B - Fund Alchemist creating new potions.
After using the first batch on the king, his three friends, and ourselves I recommend we start funneling the new potions to our troops and civilians on the eastern border.

- Logistics Division
In-game way of just getting a list of what the army compositions at each front are. I could do this for you QM if your too busy writing. The bridges strategy at the pirates battle made me curious if you will allow building different army compositions, or do you just want to handle battles through total numbers and offering: choose strategy a, b, c?


I await the proposals of the other councilors to continue the edict.
>>
>>497113
>>1)
>B
>F
>G
>>
>>497078
You're gonna have to be more specific, not all of us have the magic training to know what an unraveling spell is...

>New recruits
>> Split evenly between the fronts

>Kingdom
I dislike these continued costs with the Alchemists, but for those that it'll work on it's a gone problem
>B) Fund new potions (0.5 AP) (1 G)

We need to keep our food production high, to keep ourselves fed and to be able to deal with the influx of refugees.
>F) Build more farmland (1 AP) (1 G)

I am divided between increasing our fighting numbers and supporting Councillor Grom's proposal of sending potions to Eccia, although I'd say to send only batches of potions rather than the recipe. I don't know if the alchemists will be too fond of sharing it.
>G or A
>>
>>497113
>B
>F
>A (Send Potions to Eccia.)
>>
>>497348
Konstantin: B F A
Engineer Ned: B F G
Grom: B A (Logistics will count as free.)

B F A winv((writing))

((>>497176
I've no problem to add more depth in battles if that' what you want, from now on I'll post armies composition before each battle and I'll let you discuss the best approach))
>>
>>497113
Well, immunity is SOME welcome news, I suppose.

>B)Fund the Alchemists to start producing the new potions. (0.5 AP) (1 GOLD)

And I also support more farms, now that our kingdom has grown enough that we no longer can export food.

>F)Build more farmlands. (1 AP 1 GOLD)

More visions, I see. Well, perhaps we might prepare more for that...

>G)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)
>>
>>497176

((Also I forgot to tell it, Athens already produces food from the port but it also consumes it. That's why our food surplus didn't decreased inmediatly when we funded it.

It decreased a few turns later, and because our increased overpopulation))
>>
>>497536
Welcome back Rynath.

It seems we have a tie now, B F A vs B F G.

Shall we let the young king decide?
>>
>>497543
you didn't count my vote.
>>
>>497543
Apologies.

I seem to be late quite a few times recently. I blame Tendalle's export of elven dancing girls. I've barely caught a wink of sleep it seems.
>>
>>497546

Sir Francis! My fault, won't happen again.

B F G it is.
>>
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>>497111

It is the last month of summer.

Funding our alchemists as building more farms seem as must do alternatives, as they're both vital for our people's survival. (-2 GOLD)

The rumors about the inmunity potion in our kingdom has only make the borders situation worst, bigger crowds of people aglomerate everyday trying to pass into our lands, some of them are successful.

Our efforts to keep the plague out have lasted more than most had predicted, but the first infected citizens have been reported in different parts of the kingdom, our alchemists are working to keep them in quarentine but the plague is already between us.

The young king will avoid any social contact from now on, his education will be suspended until the threat is gone.

The goblin army has finally shown up, around thirteen thousand goblins are preaparing for an invasion on the borders.
Our army is ready to receive them, the Tendalle have lightly fortificated their borders, it's not much but atleast we've got a few barricades in the battlefield.

Our forces:
>3.75k infantry, mostly swordsmen with a line of spearmen at the front.
>2k Archers, also equiped with shortswords in case of melee combat.
>750 Heavy Knights, equiped with long spears, swords and shield, both the rider and the horse are fully armored.
>50 battlemages, wielding both a sword and a conjuring staff, they are feared in the battlefield, they spells ranges from fire casting and healing, to sometimes necromancy, depending on their faiths.

Allied Forces:
>2.5k Infantry, similar composition to ours.
>1k Archers.
>500 heavy kights.
>35 battle mages.
>4k Total.

>10.5k + 85 battlemages total defnsive forces.

Enemy Forces:
>9k Goblin infantry. (It's a mixture of axemen, swordsmen spearmen and other handcrafted melee weapons.)
>2.5k goblin archers.
>1.5k Warg mounted goblins.
>40 goblin shamans.

The battlefield consists of clear plains, the goblins will advance towards our positions, probably they'll try to charge with the warg riders, followed by their infatry.
We have a few barricades to difficult their advance, and we'll be taking defensive positions, sadly we do not have any other weapons at our disposal (such as catapults, ballistas, etc.).

>What's the battleplan?

Also, our recruitment campaign has continued, this time thanks to our recently acquired iron, we've been able to make cheaper equipment, but with the same quality, and faster, allowing us to equip more recruits, where shall we send them?
(+2.75k and 5 battle mages).

>1)Goblin Front.
>2)Eccian borders.

The mages are still trying to find a total inmunity potion against the plague.

(CONT)
>>
>>497617

<Kingdom Stats>
>Population Points: 3 (Used)
>Overpopulation: 7 (8-1 for recruitment)
>Relative Life Quality: 0
[Proper Infraestructure (+1)
Plurality of Faith (+1)
Close to an Empire (-1 we both have plagues)
Public Schools (+1)
Alchemist's College (+1)
Goblin wars (-1)
Plague breakthrough (-3)
Partial Inmunity Potions (+1)]

Our treasury has grown! 5 GOLD (1 in stock, +3 from taxes, +1 form trade, +1 from Tendalle, -1 army upkeep)

Resources: Iron, Wood, Stone.

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

>A)Send an emissary to a nearby kingdom (which?) (we have resources to export, we can offer it). (0.5 Action points).
>B)Fund the Alchemists to keep producing the new potions. (0.5 AP) (1 GOLD)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund the Military Academy to start a new research project. (0.5 AP) (1 GOLD)
>E)Start the construction of walls in the borders of the kingdom. (South, east or west borders.) (1 AP, 2 GOLD)
>F)Fortifications somewhere in case our men need to fall back. (Specify where, the bridge, the kingdom west borders, etc. (0.5 AP 1 GOLD)
>G)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)(Improved due to iron) (can be picked more than once)
>H)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>I) Write-in (1 AP)
>>
>>497617
((I'll be offline for a couple hours))
>>
>>497617
>Battle
I'm not from the military, but I suggest:
Archers and Battlemages make use of their ranged attacks, focusing on charging warg riders. Particularly keen marksmen can try to snipe shamans, trying to reduce their magic front as soon as possible.
The Knights and Infantry hold until the enemy is closer, already thinner in number, before advancing as well.

>New soldiers
Mostly to the borders, the more pressing concern. Maybe one third to the goblin front and the rest to the borders.

>Kingdom

Last month's motion to bring the potions to Eccia didn't pass. We can bring it up again, see if the council feels diferently now.
>A) Send emissary (Eccia, provide them potions, for propaganda) (0.5 AP)

>B) Fund more potions (0.5 AP) (1 G)

We need to prepare in case the goblins have some trick up their sleeve. Would explain such a large scale, unprovoked attack.
>F) Fortifications (West border of the kingdom) (0.5 AP) (1 G)
For now we can still fortify the border, and protect the whole kingdom, fortifying the bridge would leave an enormous portion unprotected

Uses 1.5AP 2 G
>>
>>497293
Sorry,
It's a complex spell to reduce something to it's basic components. The High Mage was one of the only magi could can cast it. He must have made a mistake though, the plague died and Alister started aging quickly. I stabilized him, but he was already quite old before the accident...

>>497628
>1)Goblin Front.
I've read about Goblins. They don't like having too much armor and are weaker than elves. I'm worried about the shamans, the books said nothing about what kind of magic they use. I hope the survivors of the battle will be able to tell us. Even I know about spears and riders though, I really hope they go through with a straightforward charge!

>Battle Plan
Well... They have half again as much infantry as us, even if their moral and arm strength is probably worse. We have more magi and archers though. They will probably try to encircle us from both sides after an initial warg charge in the center. It's strange though, I wonder if the shamans have some sort of magic making them brave. Maybe they should be focused on by our own magi.

>G)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)(Improved due to iron) (can be picked more than once)
>G)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)(Improved due to iron) (can be picked more than once)
>B)Fund the Alchemists to keep producing the new potions. (0.5 AP) (1 GOLD)
>>497776
>A) Send emissary (Eccia, provide them potions, for propaganda) (0.5 AP)

I'll probably change my votes if I like what others have to say more.
I don't think we need fortifications, if our brave solders need to fall back we can go to one of the two Elven cities.
We should send an emissary to Luga once the plague is over, with how little land they have I'm sure they would buy our resources!
>>
>>497617
For the Battle Plan, we should concentrate on causing as many casualties as possible BEFORE melee combat begins in earnest. Archers and Mages should fire in volleys, then at will when the Goblins get close enough. The Knights should try to charge the Goblin Infantry when they're clumped together, but they cannot stay too long, lest they be overwhelmed.

Try to see if the Infantry can dig deep, wide trenches in front of the enemy's advance, as it is likely to break the momentum of a charge. If we can, fill the trenches with flammable liquids, then when the enemy tries to wade through...

Also see if some men can't sharpen lots of branches to a point and stick them in mounds in and around our positions, this will ward off the Warg riders from foolish charges.

As for the new recruits, they should be directed to the Eccian borders.

>A (Offer potions to Eccia.)
>B
>F
>>
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>>497628
>1)Goblin Front.

>A) Send emissary (Eccia, provide them potions, for propaganda) (0.5 AP)

I'll support it since they are our future population and it's probably good propaganda.

>G)
>G
>B)

>What's the battle plan?
I suggest an oblique strategy. First we let them engage us while we are in a strong defensive position, since we have barricades and are in a strong defensive position the warg riders probably won't be too much of a problem, also the fact that they start with their mobile unit proves that they know nothing of strategy, we continue holding our ground when their infantry engages us, after they get somewhat tired we get the bulk of our heavy knights that where still in reserve to bolster one of our flanks and start attacking with that one, after that we envelope the centre from two sides and crush them. Our mages are just spread among our troops.

painting provided by me.
>>
>>497617
Send all reinforcements to the Tendalle battle.

>>497628
My proposed battle plan:

I suggest a simple anvil attack, order the tendalle forces to merge with ours. Have our infantry setup in a line at the fortifications. Split the Spearman between the center (protect Mages) and right flank to counter possible calvalry charges. Spread the archers evenly behind the infantry. Mages all in the center behind infantry. Our entire cavalry force to the left flank.

We wait for goblins to advance, our archers waiting in front of infantry and firing until they are 50 yards away, retreat behind the infantry and then focus all fire asking with the Mages on goblins ahead of our calvalry during their charge (like 20-30ft down the line, not the troops actively fighting, no friendly fire please) Once the goblin infantry attacks our lines, order the calvalry to swing out and attack the back/side of the goblins left flank and kill down the line towards the right flank. If the enemy counters with their wargs, our armored calvalry will outnumber and out perform them. If the goblins break, order the calvalry to chase down and kill any survivors on the field.
>>
>>498424
I-It's a nice painting Master Francis!
>>498521
And it sounds like a really good plan! I think we can combine all of them together mostly.

I don't know much about fighting, but I know how to heal! I'll spare a few days to help in the southwestern Tendalle city after the battle is over. I think I want to see what war is like up close.
>>
>>498521
Good old hammer and anvil really is the classical strategy when you have the better cavalry.

>>498549
I'm a man of many talents.
>>
Battle plan additions with a compiled strategy. I will focus on the battle while relying on the council to lead the other edicts this month.

>>497832
Give archers/mages orders to target enemy mages at will if spotted.
>>498000
Skirmish with archers, agreed. Also increasing the fortifications would be useful. However trenches might make the goblins go around us instead of the headlong charge we hope the perform. I do like adding calvalry spikes to the flanks through. Perhaps we can cut the grass through the field to make a dry layer, and add oil to be lit with fire arrows (already 50ft away from our lines).

>>498424
Color me impressed, councilor. I expected a more complicated plan from an artist but your strategy foundation is sound. I agree we should spread the mages out instead of in a group.

>>497832
The compiled battle plan. Order the tendalle forces to merge with ours. Have our infantry setup in a line at the fortifications. Split the Spearman between the center and right flank. Order all calvalry to the left flank. Spread the archers/mages evenly behind the infantry. Give archers/mages orders to target enemy mages when spotted, this overrides all other orders.

If time allows, cut down done of the forest and build spike-fences on the flanks to counter calvalry while leaving the Centre clear. Cut down the grass in the field and let it dry in place while clearing the ground for a fire break 50 ft out from the infantry line, pour oil on the grass so it can be lit by fire arrows.

We wait for goblins to advance, our archers waiting in front of infantry and firing until they are 50 yards away, retreat behind the infantry and set fire to the field. Once the goblin infantry attacks our lines, order the calvalry to swing out and attack the back/side of the goblins left flank and kill down the line towards the right flank. Give the archers/mages orders to focus fire on the goblin formations just ahead of our calvalry as they fight down the line (imagine a lawn sprinkler going left to right).

If the enemy counters our calvalry with their wargs, our armored calvalry will outnumber and out perform them. If the goblins break, order the calvalry to chase down and kill any survivors on the field.

Any other additions? (If only I had a computer and could draw it out)
>>
>>498719
The Goblin Shamans should be priority targets. From what i know, they usually sere both as Mages and Priests to their kind. Killing them would be a great blow to the enemy's morale.
>>
>>498719
I-Impressive! I'm glad we have a veteran with us!
It looks like the knights have it tough! Luckily they're really cool and can hopefully handle it.
>>
I wonder if their king will be with their army.
>>
>>498810
Maybe...
What the books say, I don't think goblins usually invade like this unless something is pushing them on.
>>
I STILL say that the new recruits should be directed to the Eccian borders, i trust our Veteran troops to handle the Goblins with the right strategy.

We MUST keep the Plague contained as long as possible while a cure is being worked on.
>>
>>498870
Umm...
I agree Master Wolfe! But there are already thousands of solders and many more guards helping, and the sickness is now in our lands this month. I think our other men could really use the help more, maybe...
>>
>>497628
I'm thankful we seem to have quite a number among us willing to deal with the tactical needs of the battle. I'll direct my efforts towards the nation instead, and allow you gentlemen the honor of making the decisions down there.

Since we are embroiled in war and plague, there's a few things we should do in all cases.

>G)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)(Improved due to iron) (can be picked more than once)

>B)Fund the Alchemists to keep producing the new potions. (0.5 AP) (1 GOLD)

After this, I support the idea of sending potions to Eccia to assist in the propaganda there.

>A) Send emissary (Eccia, provide them potions, for propaganda) (0.5 AP)
>>
>>498800
The new plan has that included, councilor. The Archer and mages will target them, but our infantry and cavalry rely on maintaining formations and can't have people running off and leaving gaps.

>>498831
It is a possibility healer maiele. Unfortunately they are pushing in our direction after killing our diplomat. The days for talk have passed.
>>498810
Hopefully our commanders will take advantage of such a target if it appears.

>>498870
I am willing to concede this point. I believe our troops at the tendalle border can handle the goblins. Changing >>498521 to send reserve troops to the borders as councilor Wolfe suggest.

>>499101
Your focus is always appreciated, councilor rynath.
>>
Rolled 2 (1d2)

>>497776

Engineer Ned: A1 B F (1/3 to goblins, 2/3 to borders)
Healer Maiele: B A1 and double G (all to goblins)
Konstantin Wolfe A1 B F all to eccian borders
Expert painter sage Francis XII: double G, A1 B all to goblin front
Merchant Lord, Rynath: GB A1
Grom: all to goblin.

Goblin front: 2
Eccian front: 2
any tie breakers on this?

It's the council will to send all our recruits to the goblin wars.

A1:5
B:5
G;1
F:2
Double G:2

A1 and B win.

Rolling between:
>G + G:1
>F + G: 2

(what's the current consensus on the battle plan?)
>>
>>499666
I did not see any objections from the council that were not added.

Francis, maiele, and wolfe were the designers with rynaths support.
>>
>>499666
I, uhh, think we are going with Master Groms summery.
>>
>>499666
Master Grom's compiled plan is the council's reccommendation.

From your count, it should be 3 votes for "All to goblin front" and one for "All to border", rather than 2/2
>>
>>500232
(You're right, writting)
>>
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<Battlefront>

The Tendalle army had been crafting wooden spike fences for a few weeks now, they've came in handle, sadly the goblin army was already too close to start cutting the grass and spilling oil through the battlefield, so our troops quickly put the fences on position an prepared their formations.
Our infantry was forming a long line, with spearmen in the front lines of the center and right flanks.
Cavalry was grouped at the left flank, our ranged troops at the front, atleast for now, ready to discharge their weapons, our mages were evenly split through the infantry.
We've placed the wooden spikes on the flanks to prevent any attempt of enemy lateral charge.
The goblin army is marching towards ours, their drums echoing through the distance, they're getting closer and closer.
Their march stops a few hundred yards away, suddenly what it seems to be one of the commander shouts an order to his troops, as he wields his sword aiming at our people, the charge begins.

Wargs ahead, infantry behind, the bloodthirsty goblin army rushes to the battle, our archers and battlemages start discharging waves of arrows and spells, causing the first warg riders stumble off their mounts, several targets are hit.
Their archers respond, our men find shelter behind their shields, some of them aren't that lucky to block every arrow, some are wounded or killed during the repetitive enemy archers' arrow waves.
Wargs aren't slow, they're quickly at less than 50 yards away, our archers rush to retreat back, as our spearmen get in position to receive the impact of the enemy charge, the wargs weighted alone over six hundred pounds, and we were gonna stop them.

>Our looses: 350 Inf., 500 Arch, (2 mages)
>Enemies: 300 Inf, 400 Arch, 400 Warg riders.

The spears are dig deeply into the warg's body, the first line of enemy riders is mostly down, making the back lines to stumble or slow down, yes some riders made it past the spearline, but most didn't, some warg riders stay fighting, while others are ordered to retreated back.
Our frontlines strugle to hold the formation after the warg's charge, but there's not much time before the enemy infantry catches up.
Our cavalry had also received part of the warg's charge, luckly our knights had long spears, which the goblin riders didn't, on the cavalry's flank both side had loses during the first charge, but clearly the enemies had lost more troops than us in this flank.

>Our loses: 750 infantry, 200 knights (3 mages).
>Enemy loses: 1k Warg riders. (100 left).

(CONT)
>>
>>500818
>>500818

The cavalry starts pushing forward as the enemy infantry is reaching their position, our horses run over some goblins as the riders swing their swords, the cavalry charge is heavily being supported by our archers.
Our infantry clashes with the goblins, goblins are know for using light armor, it's the best they can craft, but now they are using a clearly better armor and weapons than usual, they equipment quality almost matches ours, which is atleast suspicious.
During this phase our infantry scramble to hold the line while our knights, heavily supported by the archers, start pushing in, trying to surround the goblin's main formation, there are both incoming and outgoing arrow waves.

>Our casualties: (2.5k infantry, 800 archers, 350 knights, 5 mages)
>Enemy's casualties: (3.2K infantry, 900 archers.)

>Total loses until now:
>Us: 3.6K infantry 1300 Archers, 550 knights. 10 mages. (Total 5460).
>They: 3.5k infantry, 1.4k archers, 1.4k warg riders. (total 6300).

Our knights are having more trouble than expected to surround the enemy formation, it seems the goblins have quickly reacted to our formation composition and sent spearmen to counter our knights.

We lose 300 knights.
Enemy loses 400 infantry.

The battlefield's already filled with corpses as both sides keep loosing men, but the goblins still have an ace up their sleeve, the enemy shamans are called in, wielding only a knife and a magic staff, they walk into the battlefield, each shaman picks a random goblin to cut his throat in sacrifice, it seems this is the source of their power, as they make their way closer to the frontline, the shamans start conjuring spells in an unknown dialect, our men suddenly feel dizzy, a big portion of our army starts loosing their balance and are easily taken down by the enemies.
Luckly our archers and battlemages quickly spot the shamans,and they focus on them, taking most shamans down with a mixture of spells and arrows.

>We lost 1k infantry, 500 archers and 5 mages
>The enemy lost 600 infantry, 500 archers and 30 shamans.

But our side can also make use of magic, thanks to the recently researched healing spells, our mages are capable of reverting the shamans' spells on our men, making them ready to fight again. But that's not the only trick our mages can do, after our men are clean of any enemy spell, our mages start casting fire wave against the enemy's troops.

>Our loses 400 inf., 200 arch. 10 mages
>Enemy's loses 800 inf. 300 arch.

>Current total of casualties:

Us:
>5k (1.25K left) INF
>1.8k (1.2k left) Archers.
>850 (400 left) knights,
>25 (50 left) mages.
>Total: 7.675 lost, 2.9K left

Enemies:
>5.3k (3.7k left) INF
>2.2k (300 left) Archers
>1.4k warg riders (100 left retreating and regrouping.),
>30 shamans (10 left retreated).
>Total: 8.930 lost, 4.110 left
>>
>>500829


The sun is going down behind the hills on the side of the battlefield, the goblins keep sending more troops to stop our cavalry to surround, it seems that our plan is being countered, the cavalry commander is doubtfully to keep trying to push, there is only a third of his initial force, he has made a decision, he's going to call their men back, but before he does it, the sun gets darker, he turns his head towards the hills.


The men we sent to the goblin's front have arrived, 2.755 men have joined the battle on the cavalry's flank,
The recently arrived men rush down the hills to the battlefield,half thousand knights ahead clash against the goblin's flank, pushing them deeper into the formation.
Our crossbowmen take advantage of the slightly high grounds and the precision of the crossbow, and making use of it they shoot their volts on the goblin's army as our infantry reaches the fight.
The right flank, were our knights were scrambling to push, is quickly overrun by our two thousand men, goblins stumbble with each other trying to escape.

>Our loses: 100 knights.
>Enemy loses (retreating from this flank.): 900 inf, 300 arch.

On the other side of the battlefield our tired, and partially scattered troops get a huge morale bust after seeing the reinforcements crushing the enemy's flank, they quickly regroups and start pushing the line, as the enemy strugles to reorganize as it gets surrounded.
The enemy general, mounted in his huge black warg, watches from the distance how the battle turns in our favor, and decides to leave the battlefield guarded by the hundred warg raiders left, leaving all other goblins behind.
The goblins panicked as they saw their leader abandon them, some of them ran away, others tried to keep fighting but the battle didn't last much longer.
Even if after our reinforcements came back the numbers were almost even, the fact that we finally surrounded them was what turned the battle in our favor, the battle plan developed by the council made us victorious.
Most of the goblins were killed while trying to ecape, just a handfull of them reached the south forest and disappeard.

>End of battle report.
Our initial force was: 6.25k INF, 3k archers, 1.25k knights, 75 mages.

Our current forces are 2.8K forces left reinforcements (5.555):
1.25K + 1.5k infantry left. (2.75k)
>1.8k archers left.
>0 + 750 Crossbowmen left.
>300 knights left + 500 (800)
>50 + 5 mages left. (55)

>Tota lost: 7.775 men.

>Enemy loses are expected to be around 12.000 goblins.

Our current men could try to push deeper in the goblin lands, but we do not know if they don't have more troops, or even allies in there.

>1) Let our men in the border, we'll wait to regain strength before pushing in.
>2) This is a great oportunity, push deeper into the goblin lands!

(CONT)
>>
>>500832

<Kingdom's report>

It is the first month of Autumn.

An urgent message from the Magic Academy has arrived a few minutes ago, it seems they've found and antidote to the plague, our alchemist have already got the receipe and are ready to produce.

Since the last month's plague breakthrough the incetion cases have sky rocketed, our kingdom has been infected.

We've sent an emissary to the Eccians with our potions recipes, this will greatly improve the assimilation process.

We've started the fortification of the west border of the kingdom.

There are 2.75 new recruits waiting for orders.


<Kingdom Stats>
>Population Points: 3 (Used)
>Overpopulation: 6 (7-1 for recruitment)
>Relative Life Quality: 0
[Proper Infraestructure (+1)
Plurality of Faith (+1)
Close to an Empire (-1 we both have plagues)
Public Schools (+1)
Alchemist's College (+1)
Goblin wars (-1)
Plague breakthrough (-3)
Partial Inmunity Potions (+1)]

Our treasury has grown! 6 GOLD (2 in stock, +3 from taxes, +1 form trade, +1 from Tendalle, -1 army upkeep)

Resources: Iron, Wood, Stone.

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

>A)Send an emissary to a nearby kingdom (which?) (we have resources to export, we can offer it). (0.5 Action points).
>B)Fund the Alchemists to start producing the antidote. (0.5 AP) (1 GOLD)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund the Military or Magical Academy to start a new research project. (0.5 AP) (1 GOLD)
>E)Start the construction of walls in the borders of the kingdom. (South or east borders.) (1 AP, 2 GOLD)
>F)Fortifications somewhere in case our men need to fall back. (Specify where, the bridge, the kingdom west borders, etc. (0.5 AP 1 GOLD)
>G)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)(Improved due to iron) (can be picked more than once)
>H)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>I) Write-in (1 AP)

((sorry of the poor kingdom report, I have to go, also I didn't checked the battle's grammar, so beware))
>>
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>>500829
>our mages start casting fire wave

good ol' fire wave
>>
>>500835
At last an antidote, great job of the Magic Academy! We must produce it as soon as possible and end the suffering in our kingdom.
>B) Fund the antidote. (0.5 AP) (1 G)

We need to replenish our forces after such a bloody battle.
>G) Train more soldiers. (0.5 AP) (1 G) (1 Overpopulation)

These seem the most needed, but I'll let the rest of the council speak up.
I'll also leave the decision to follow into goblin land or staying at the border to the better qualified councillors on the matter.
>>
>>500835
So many dead...
How much suffering has been caused...
I shouldn't have gone...

>3) Maintain the border
In the name of Liothiel, please! No more war! No more need to die!

>B)Fund the Alchemists to start producing the antidote. (0.5 AP) (1 GOLD)
>A)Send an emissary to a nearby kingdom (which?) (we have resources to export, we can offer it). (0.5 Action points).
Bring the antidote to the Eccians, their suffering can end with our genorocity!
>A)Send an emissary to a nearby kingdom (which?) (we have resources to export, we can offer it). (0.5 Action points).
Send the antidote to the Empire.
>A)Send an emissary to a nearby kingdom (which?) (we have resources to export, we can offer it). (0.5 Action points).
Send the antidote to the Guk Daral Dwarves

Counsel, we have the cure to this plague! Is it not our duty to share it with the world and save untold lives! If we must sell it to them so be it, but as we sit here more continue to die!


...I should never have left home.
Really nice battle QM
>>
>>500835
>Battle
My god, that was too close, if we'd taken more casualties, we might have broken...

>1
We cannot keep going now, not after these losses.

>B
>A (Send antidote to nearby kingdoms.)

We have the ability to end the Plague now! The longer we wait, the more people die! I will not stand for it!
>>
>>500835
Well.

I propose a moment of silence within our Council walls. Many have died to stop these goblins on the borders of Tendalle. It's the natural effect of war, of course, but to all these brave men and women, who will never see family or home again, we thank you from the bottom of our hearts. May Ulfric guide you to the next world with peace, and may you find solace in the order there.

...

However, much must be done yet, so let us decide for our kingdom how to overcome and better ourselves after this terrible victory.

>B)Fund the Alchemists to start producing the antidote. (0.5 AP) (1 GOLD)

And let us quickly continue the recruitment process, so that if there is a continued push, we are not completely without defense.

>G)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)

I am in favor of offering the cure to Eccia, in order to further our propaganda development,

>A)Send an emissary to a nearby kingdom (Eccia) (Plague Cure). (0.5 Action points).

and although it makes me sound heartless, I would see what this cure is worth the other two kingdoms. Alliances perhaps? The dwarves saw no issue in withholding technology from us for profit, and the Empire...is an empire. They inevitably will be looking for ways to expand, and our lands might soon border theirs. Just some food for thought, gentlemen. I know it to be an unpopular opinion.
>>
>>500968
Not so much unpopular as it is not wanting to think about those things. But think about them we must, it is our duty to consider all possibilities, and you are right in wanting to see what this cure would be worth to the other kingdoms.
I'll just suggest that the alchemists be given time to spread the antidote amongst our own before sending it abroad, so there's less chance of shortage here.
Waiting a month before sending it to Eccia will not only allow us to gauge what it's worth to the others, it'll make Eccia all the more grateful, no?
>>
>>500835
>1) Let our men in the border, we'll wait to regain strength before pushing in.
Also combine the new troops with them before they start to push.

>B)
>G)
>G)
>G)

The fact that we are struggling against goblins indicates that we are seriously understaffed army wise.

I assume the other countries will probably show up with diplomats themselves to request to buy/trade for the antidotes. If they do, we should just accept whatever they offer, there's no point in driving a hard bargain when they will probably discover or steal the antidote by themselves if we refuse it to them.
>>
>>501129
Drive a hard bargain? No, I won't withhold the antidote over two gold pieces or three. Quibbling over the price is not my aim, my aim is simply to receive our due after the hard work of our Mages and Alchemists. They at least, if not we, deserve at least that much.

>>501052
Allowing Eccia to wait may be an option. I would favor that Eccia be given the cure to drive home the point with a hammer: We Take Care of our Own. However, if it comes down to it, I would withdraw the cure rather than seeing all provided free access to it, as well. Allow me to support >>501129 and >>501052 here, to some degree. Let us see what this cure is worth to the other nations before it is provided. If they cannot care for their people enough to recognize our hard work, we cannot do so when we might very well be enemies tomorrow.
>>
>>500835
Master Francis is right, using so many of our resources when all of our friends will come to us is probably...
I take back my call to send our own envoys.

But please, no more war.
>>
>>501052
Army
>1

We must regroup after such a momentous battle. Once we raise more soldiers we will be able to push into the territory of the foul goblins.

Kingdon
>B
>G
>G
>G

I agree with the Master Engineer, we should sort our our own affairs before offering the antidote to other Kingdoms.

Additionally, I believe that our Army should bring the cure to Eccia, to help 'stabilise' their realm.
>>
>>500832
1 - pull men back.
B - fund alchemist cure
G - train soldiers
A - send emissary to eccia with antidote and Annex eccia.

1- pull men back
I would go further and suggest we bring all our troops back home. They have broken the strength of the goblin tribes, we will not see a force like it from them for decades. The tendalle can take it from here. Have the army salvage what armor and weaponry they can carry, even if it slows them down. The goblins suddenly having arms close to our level is not something that should be forgotten. I am surprised at the tenacity of the goblins, but our plan has worked well. All here should be proud of their work on this victory.

B - fund alchemist for cure
Let us focus all efforts on our people before we send any to another nation.

G - train soldiers
More than half our strength is gone, we must bring our numbers back to where they were before another nation test our borders.

A - send emissary to Eccia.
Operation Annex
I agree let's send the antidote to eccia. Also suggest we push for them to join us now. Public support will never reach the heights it will be after we deliever the antidote for plague. Have the eccian king swear fealty to utland and it's King of Kings. He will stay in his position as King of eccia and govern, but eccia itself will become a full part of the utland Kingdom.

What say the council?

>>500936
>>501219
While some may call me heartless, we rule a nation and they are our responsibility first. We can not allow ourselves to become too compassionate and give others the shirt off our backs. I'm open to negotiating with other nations for the recipe, but try to do it all at once so another nation does not just turn around and sell it before we can.

>>501627
I would like to avoid marching troops through eccia. We want them to come to us, not feel like we are conquering them. Even though it would be good PR for our military.
>>
>>502096
Forgot name, this is grom.
>>
Rolled 2 (1d2)

Commander Jerik: B, triple G, 1.
Sage Francis XII: B, triple G, 1
Merchant Lord, Rynath: B G A1(cure to Eccia)
Konstantin Wolfe: B, A2 (send antidote to nearby kingdoms)
Healer Maiele: B A1
Engineer Ned: B G

B:6
G:2
Triple G:2
A1:2
A2:1

B and A1 win, since triple G cannot be the third option due to AP, rolling between G and a double G.

1=doubleG
2=G

The army will not go deeper into the goblin lands

>>500918
((Thanks!))
>>
>>502096

Okay, didn't see you.

Your vote is decisive, you're sure you want to take G option only once? you can take B, A, and double G if you want to.
>>
>>502117
>>502125
It can be double G, I'll change.
>>
>>502125
I'm fine with double G.
>>
>>500818

It is the second month of autumn.

The antidote is being produced day and night, and it's being freely distributed by our military.(-1 GOLD)

Soon the plague will be eradicated from our lands.

The recipe of the antidote has been shared with the Eccian chief alchemists, the Eccian king has made a public statement telling how our kingdom saved their people from the death.

Maybe after the plague is also erradicated in the east, Eccia could be annexed.

It is urgent to grow our military capacity back, we've started yet another recruitment campaign. (-2 GOLD) (-2 Overpopulation).

We've received an inform about our current forces:
>4500 men in Tendalle. (Along 1055 allies)
>2150 men in the eastern borders.
>5000 new recruits expected for the end of the month.

The farms we started to prepare a few months ago are already producing! (+1 food surplus)

The fortifications in the western borders are still being built.

An emissary from the Empire has arrived, they offer us an one year alliance, and their maps of the lands, in exchange for the antidote.

>Accept.
>Deny.

This is our first offer for the antidote, if we do not accept it and let time pass, they may offer us less in the future.
Also keep in mind that after we trade the recipe with just one kingdom, then that kingdom will be able to trade it just as we do. (If we accept this offer, then the dwarves may ask the empire for the recipe instead of us, that's why the kingdoms won't give us "anything we like" for the recipe, they would prefeer to wait someone else to pay for it, then have two options to pick from.)

<Kingdom Stats>
>Population Points: 3 (Used)
>Overpopulation: 4 (6-2 for recruitment)
>Relative Life Quality: 0
[Proper Infraestructure (+1)
Plurality of Faith (+1)
Close to an Empire (-1 we both have plagues)
Public Schools (+1)
Alchemist's College (+1)
Goblin wars (-1)
Plague breakthrough (-3)
Inmunity Potions (+3)
Closed borders(-2)]

Our treasury has grown! 8 GOLD (3 in stock, +3 from taxes, +1 form trade,+1 from food surplus, +1 from Tendalle, -1 army upkeep)

Resources: Iron, Wood, Stone.

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

>A)Send an emissary to a nearby kingdom (which?) (we have resources to export, we can offer it). (0.5 Action points).
>B)Fund the Alchemists to start producing the antidote. (0.5 AP) (1 GOLD)
>C)Buy the empire's maps. (0 AP) (3 GOLD)
>D)Fund the Military or Magical Academy to start a new research project. (0.5 AP) (1 GOLD)
>E)Start the construction of walls in the borders of the kingdom. (South or east borders.) (1 AP, 2 GOLD)
>F)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)(Improved due to iron) (can be picked more than once)
>G)Send a scout to explore new lands (North, South, West or East) (0.5 Action points).
>H) Write-in (1 AP)
>>
>>502096
I understand Master Grom.
I just wish...
There wasn't such a need for healers. I guess.

>>502194
>B)Fund the Alchemists to start producing the antidote. (0.5 AP) (1 GOLD)
>G)Send a scout to explore new lands (South) (0.5 Action points).

I'm worried about the goblins, maybe if we travel south along the river we can see if something is there that forced them to move. Maybe a great storm was coming?

We should open our borders and end the Quarantine.

I hate playing games with peoples lives! We should give the antidote to the empire, even if they turn around and sell it!
...But I understand. Maybe Master Rynath has an idea.

Now that the plague is not a risk, we should continue the Kings education! I think we should show him to where the battle took place. Even though he is young, I think he should learn how terrible fighting is. Many of his people died to protect our friends.

The High Mage passed away a few nights ago, as his apprentice I'll be acting as the High Mage until a new one is chosen. ...He wanted you all to know it was an honor defending the kingdom with you.
>>
>>502194
>Accept.
I see no reason to turn them down.

>D
We must catch up in military innovation, the casualty ratio from the battle with the Goblins is unacceptable! I would ask the Military academy to begin researching something that would allow our troops greater odds to survive in combat.

>E
I would also ask that we could begin construction on walls to the south, for greater protection from goblin raids, we could also build small keeps in intervals along the wall, allowing our soldiers to man them and serve as lookouts and outposts.
>>
>>502194
-Deny Rhyad Empire offer.
-Recall entire army from tendalle.
A - emissary to tendalle, negotiate immunity recipe. See if they would be willing to become a vassal state.
B - Fund alchemist for antidote.
F - Raise soldiers
D - fund military Academy research for unit tactics and organisation

-----Deny empire offer.
Anyone who offers an alliance with a predetermined ending is not someone who keeps their word. Their maps would be useful, but we already have plans for the scrying research and competent scouts. This deal is almost an open insult to our intelligence. I don't agree with ever giving the Empire the recipe no matter what they offer, let the plague ravage them. If they get mad at us, we were already going to be a target for expansion and the illness weakens them.

-Recall tendalle army
(Posted too late last month)
I would go further and suggest we bring all our troops back home. They have broken the strength of the goblin tribes, we will not see a force like it from them for decades. The tendalle can take it from here. Have the army salvage what armor and weaponry they can carry, even if it slows them down. The goblins suddenly having arms close to our level is not something that should be forgotten. I am surprised at the tenacity of the goblins, but our plan has worked well. All here should be proud of their work on this victory.

A - Emissary go tendalle
I suggest the first nation we offer a deal is tendalle. See if they would be willing to become a vassal state to us in exchange for the recipe. They would rule the same but their army would fight with ours under our command, and recieve the protection of our military, research would be shared openly but tendalle diplomats must receive ultland permission before making any deals. Point towards our defence of their borders from the goblins.

I would suggest no taxes, a hard choice, as this will make the deal easier to accept and would make the people rebel at a later date. What does the council think?

B - alchemist funding
Let's continue to fund The Alchemist until our entire nation is immune.

F - Train soldiers / D - Military research
The goblin offensive was a wake-up call that our military is not as strong as believed. what should have been a landslide was a near victory, we must raise a larger Army with Nations like the Empire on the the horizon. We need to improve our troops and raise more numbers. Our infantry should not be tested by goblin scum like they were, they should have crushed them regardless of equipment similarities. I suggest we fund the Academy to research new unit tactics and strategy until our troops can defeat enemies with superior equipment.
>>
>>502242
A wish we all have, councilor maiele.

People suffer in the Empire but I guarantee you that one their main is strong, they will look to expand again. Our people who created that cure would be the ones suffering under empire boots then.

I support showing the king the battlefield. He has learned about fighting, but he must understand war before he thinks it is a game to enjoy.

Our condolences to the guild, they have lost a great man. Due to the loss of life we have suffered, I will make a note to have memorials built here in the capital for the troops and plague victims we have lost recently.

>>502243
See >>502257 for an argument for the Rhyad deal.

I'm glad to see we are of like minds for the army's improvement.
>>
>>502194
I think there's a +1 relative quality of life missing from the surplus, no?

At first I thought the offer was acceptable, but Master Grom does have a point. An expiration date suggests an intention to take us in the future. I would like to know what the dwarves would offer for the antidote, can we ask the empire emissary to await our deliberation?

>A) Emissary to Guk'Daral to offer trade for the antidote
>B) Fund (more rather than start) antidote
Until the plague is erradicated, we can't stop the production, lest it resurge.

My fellow councilors are right, our military wasn't as strong as we thought, and so I too will support an investment in its upgrade.
>D) Military Research
Although we should be more specific, any thoughts?

>>502242
My condolences for Alister, his advice will be missed. On a less grim note, congratulations on your promotion, unfortunate circunstances as they may be.
>>
>>502194
>>502242 (You)
I'm changing my vote.

Recall the troops in Tendalle. I, umm, I'm not too sure about vassalization though. Especially if we collect no taxes, it seems like there would not be much of a change. No matter what we do, I'm sure they would answer our call for aid as it is.

And instead of using so many of our resources on sending a scout south, maybe it's time to fund some military research like the rest of the Council has mentioned. Maybe something defensive? Enchanted armor or armor and weapons made from stronger materials would be helpful. I think. My friends would be glad to help with enchantment research on weaponry and armor.

No decision on the offer. I just can't choose between condemning more to die or betraying my people.

>>502305
My thanks Master Ned. I hope one day I earn the position.
>>
>>502305
Military research suggestions. We will see what QM gives us. Research breakthroughs can be pretty random.

We already have a professional force, I suggest a complete reform on training and organization.

-institute a incentive program. Every quarter there shall be a non-lethal tournament within each unit. The winner will become that units man-at-arms, controls the units drills and practices, and receive triple pay for that quarter. No man-at-arms can have consecutive terms. This should improve the overall competence of the troops.

-research unit formations after experience with the goblins.
1. Spearman to Pikemen or phalanx formations. Extreme bonus against calvalry.

2. Infantry. Shield walls or (roman) tortoise. Shield walls bonus to fighting infantry or tortoise to protect against archery.

3. Calvalry. Wedge formation or assault formations. Wedge to improve their charge into massed troops. assault to practice charging and disengaging to charge again, instead of current charge and remain in melee.
>>
>>502194
I would council not holding on to the antidote for too much longer. Any more time and the secret could be stolen, no matter how carefully we guard it. We have our own spies, it would be foolish to assume the Empire has none. See what the dwarves will offer, if anything at all.

At the same time, let us keep our stockpiles high.

>B)Fund the Alchemists to start producing the antidote. (0.5 AP) (1 GOLD)

And keep recruitment moving, at least to some degree, lest we find ourselves unprepared.

>F)Train more soldiers. (0.5 AP) (1 Overpopulation) (1 GOLD) (Increases 1.5k infantry, 0.75k crossbowmen, 500 knights and 5 battle mages.)

And on the issue of preparedness...

>E)Start the construction of walls in the borders of the kingdom. (South borders.) (1 AP, 2 GOLD)

I oppose moving into the goblin lands as-is. Let us wait at this point, until our troops are rested and have some reinforcements.
>>
>>502305
>>502326
You know more on this matter than I. Sometimes I get stuck thinking only about military objectives. While I don't agree to deal with the Empire, I will support the majority consensus on what to do with the cure.
>>
>>502352
Mnnnn, I think it looks like the Empire is not taking us seriously. Offering a one year alliance and a map is just...
The only reason I might want to accept is because I don't want their people to still die. Their offer is not very good.
>>
is OP kill?
>>
>>506479
Running every day is a bit unusual. He might be waiting for the weekend or Friday.
>>
>>506582
my new is showing. Gonna need new thread anyway, rechecked the sticky and threads get in permasage after 72 hours, and we're in page 9
>>
>>506590
Well, if this is it, it's been a blast folks.Seeya in the next thread if it pops up.
>>
>>506837
See you then



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