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File: Our nation.png (61 KB, 1033x635)
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A brief recap on what has previously occurred on Oldfag Fantasy.
Hebor, our founder migrated south from the ashlands
-We met Elves, who went to war with us twice before the start of the Civ game
-We decided to get some Revenge, going to war with them and taking one of their towns and crippling the rest of their lands
-Some drakes decide to go on Expeditions, going west we found the tribe of Bereksus, and the great city of Jerefemen.
-Going south, we found some weird Sea People and great ocean beings
-Northwest, we found our Kin in the Ashlands, where we took some Kobolds home with us.
-Then we waged a second great war against the Elves, where we took the rest of their lands and entirely conquered them. Their King fled south
-South, we discovered the Lands of Spaeratas, a militaristic Elven society in a well fortified Peninsula.
-Most recently, a great Elven army descended upon us from the north. A dragon and an Army of Drakes hailing from "The Land of the Eternal Flame" came to our aid, to stop these elves.
-Initially, we were defeated, but with the Help of an Old Friend we managed to defeat the Elves, who fled north.
-Series of Anti-Elf Laws called The Elf Restrictions were passed
-We met trolls on a massive canyon with a bridge spanning it
-Elves win some rights
-Lots of General Nation building
-Elf Restrictions have been repealed
-We go on an expedition to find the dwarves
-The Elf restrictions have been put back into place
-Riots have broken out across the nation over these

However, for now we will be most importantly focusing on the expedition for now. Riots and war stuff later. Taking the previous rolls which were an 86, 46, and an 89, we have succeeded in journeying westward.

We continue to head westward, ignoring the recent Bandit raid and the hot sun, we have made it to a river delta! There we see short people, humans, and even some drakes! Many seem to be farming, while others are in a town, going back and forth between the fields and the town itself. How shall we approach?
>>
https://discord.gg/WxTVfw3
Here is the link to our discord, where much of our communication is done.
>>
>>2107476
I walk in like 'what up I've got a large amount of money.'
>>
>>2107476
Approach casually.
>>
File: Dwarf Farmboi.png (514 KB, 432x506)
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>>2107525
As you approach, you meet a short farmer, who looks like a human, but slightly hairier and with a beard. You haven't come to the town, but you're in front of a field of crops. The farmer, with a strange wolf-like creature by his side, he greets you. "How are you doing you old drakes? Haven't talked to a Drake in a long while. What brings you here? You come here to trade? To fight?"
>>
>>2107533
“We’re explorers, from a realm named Heboranaz. May I ask what this realm and it’s people are called.”
>>
>>2107533
"Trade, what's that you've got there?" Indicates canine.
>>
>>2107548
"Ah yes, we are the Fedrani, a nation of Dwarves and Humans co-existing. There are drakes in this land, but far and few between. I haven't had the pleasure of personally talking to one in a while!"

>>2107550
"Ah, that's a Dog, keeps the bandit, ruffians and wolves away from me and my crops. A handy tool, and a great companion for those lonely days. He's not for sale though."
>>
>>2107598
“May I ask what people neighbor the realm of Fedrani and who the leader of Fedrani is. I may wish to speak to them on behalf of Heboranaz.”
>>
>>2107619
"To the west are humans. To the North are some drakes and trolls. To the Northwest there are Trolls, evil people, all of them. There are Dwarves in the northwest as well, but they are outnumbered. To the east and southeast there are many dwarves. Great people, good miners. My Kin. Our leader is Degal Fedrani, King of this great nation. If you wish to speak, you may do so. He isn't so busy today I assume. Not many coming in through the gate."
>>
>>2107624
“Thank you for answering my questions master dwarf. I think I should take my leave now and return home. So much in Heboranaz may have changed while I’ve been exploring.”
>>
>>2107624
To the east then.
>>
>>2107624
>>2107635
"My apologies, I have misspoken, the Dwarves are to the west and south-west, and humans are to the East. All mixed up there."
>>
We all return home, having met the dwarves and many other friends on this expedition. However, a new threat has arisen at home...
>>
Riots. We met Riots. When the Flameheart issued an executive order to put back the Elf Restrictions, elves were infuriated. As if the drakes were mocking them, and having tasted freedom from what was basically Drake slavery, they rioted. Riots erupted in Emberhold and Metevith. Smaller scale Riots arose in Yellowhold and Geremnath, but those were quickly quelled with the Kobolds being particularly merciless to their captors. Emberhold also had no mercy, torturing them and feeding them the flesh of their loved ones. The Farmlands burst into rebellion as well, however more subtly. The Elves in the farmlands purposely withheld Crops, claiming they could not grow enough to bring to market, which has caused a minor famine in the elven lands and put a strain on the Drake food supply.

However, In Metevith, the Riots were the most successful. Drakes were expelled from the city, with many being killed. Lots of violence was seen around Metevith. The Flameheart gave the order for the standing army to descend on Metevith and raze it to the ground, but what they saw was troops. Troops from Manstetus and of Bopa Eoka. However, an old Friend was among them as well. The Elf King. His loud words are heard.
"LET MY PEOPLE GO. MANSTETUS BACKS ME."

How do we respond?
>>
>>2107696
Fire a white arrow at the king
>>
Rolled 86 (1d100)

>>2107702
>>2107696
Roll to snipe
>>
>>2107696
"YOUR PEOPLE? THEY ARE NO LONGER YOUR PEOPLE, THEY ARE OUR SLAVES."

"Balaur, kill this fool"
>>
Rolled 54 (1d100)

>>2107696
"Suck my riches Elf-King!" Throw a gold brick at someone.
>>
Rolled 88 (1d100)

>>2107705
COUNTER ROLL
>>
>>2107707
You throw a gold Brick at your nearby servant Kobold, it hits his arm and it hurts now, but he gives you back the gold brick.

>>2107706
"THAT IS WHAT WE SHALL SAY WHEN SOMEONE COMES TO SAVE THE DRAKES."

>>2107705
The arrow hits the Elf King, though he sidestepped just in time, regardless the arrow adjusts slightly and hits his arm. It goes in and blood spurts out, he pulls it out and an Elf runs up and bandages it. Wincing in pain he withdraws to get shelter and treatment.

However, more importantly, what shall we do? Shall we ask Bevherumt and/or Bereksus for aid? Shall we gather the Militia and then attack? Right now there is the 800 soldiers of the standing army and 30 Scorpions.
>>
>>2107716
Halp! Also, Silverscale kobolds do the whole, sneaky supply fuckery and torture.
>>
>>2107716
Standing army: fully mobilized
Conscript every male drakes and kobold between the age of 16 and 40
Elves under constant watch will serve as support staff

We shall call upon Bevherumt and Bereksus for aid. They shall receive spoils deemed equivalent to their effort.
>>
>>2107716
Call for aid from Bevherumt and rally all the milita
>>
While the army gathers up, we shall begin besieging Metevith, night raids consisting of fire attack with flyers shall burn them and prevent them from sleeping. Immediate target is food supply.

Also if possible, a flying drake should try and drop whatever poison we can gather from the scorpions in their water supply
>>
File: Manstetus Map.png (44 KB, 888x578)
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We rally all our militia! This shall take us a total of about 1 and a half weeks, with it coming in over time, some regiments will come sooner than others. However in total, our full might that we will bring to bear ourselves is 2550 Drakes and Kobolds.

Elves will be used as support staff

Bereksus has pledged us 750 humans, withholding the rest for defensive purposes. These reinforcements will take 2 weeks.

Bevherumt shall send us 200 Drakes and 100 Kobolds, with them planning to make a push from the west. They have also sent us maps ahead of their main force. These reinforcements will take 3-4 weeks.

Lastly, as for the siege itself, give me 3 1d100s for this. With a DC of 45 -5 Scorpion War mounts -5 Night flier attacks +5 Magic users in the city
>>
Rolled 93 (1d100)

>>2107747
>>
>>2107747
Scratch that, apparently Kobolds conscript males AND females, so this brings our strength up to 2962 Kobolds and Drakes.
>>
Rolled 99 (1d100)

>>2107747
>>
Rolled 100 (1d100)

>>2107747
>>
We were unable to breach the walls, due to them being stone. However, attacks on supply lines by Kobolds and Scorpion riders made the flow of supplies into the city turn into a small trickle. The supply situation in there is dire. Drake Fire fliers torched houses where food was stockpiled. The city was filled with the screams of the burning every night. The Elf king had several near death experiences and has burns on him. The Elves have never seen something like this before! No magic could stop the might of our drake fliers. Reinforcements from Bereksus have also come ahead of time! In just 2 weeks we have assembled most of our military might. Many houses are aflame, the troops inside are exhausted... We are unsure whether Manstetus has yet to deploy and army south yet. Reports from Bevherumt state that they have made good progress on their front, while they haven't breached the mountain line battles against the fort all the battles have been in their favor.

What shall we do now?
>>
>>2107789
Since they probably sleep at day and defend from raids at night, we should do a flyer attack on the city gate and open it at noon. Next thing they'll know, we're killing them while they sleep
>>
>>2107796
Supporting
>>
>>2107796
Aww yeah
>>
Give me 3 1d100s DC 35
-10 City in flames
-5 messed up sleep cycles
-5 Demoralized
+5 Magic
>>
Rolled 31 (1d100)

>>2107805
>>
Rolled 98 (1d100)

>>2107805
>>
Rolled 19 (1d100)

>>2107805
>>
The attack is a partial success. The enemy has fled the city, with us taking the city. Some elves had the privelege of fleeing, most of the faction known as "Bopa Eoka." Some elves were not so lucky and are now basically begging for mercy for the drakes. Scorpion riders and kobolds harass the enemy as it runs away, which seemed to have been 450 in total, but only about 200 managed to get away.

Nomad camps in our western lands report small scale attacks by Elves, with some drakes being carted off as prisoners, while other drakes just being mercilessly killed. They aren't anything major right now though. Bevherumt in the west is currently still in a stalemate over the fort. However, it now falls to us. How shall we advance and wage this war?
>>
>>2107818
Loot metevith, disperse the captured population in the land.

As for the war: The army should stay in metevith and start gathering supply while parties of kobold start roaming and spreading in the area near windneh
1. Liberating any drakes/kobolds
2. capturing and bringing back elven hostages
3. burning the countryside
>>
>>2107818
Ask each elf, "Do you desire freedom, death, or to serve us?" Their answer determines their treatment. If they ask for freedom, they shall be given the same treatment as the rioters in Yellowhold, the skins of their feet removed, and told to walk home. If they ask for death, they shall be given it. Those who ask to serve, are enslaved.
>>
>>2107826
Support for treatment of elves instead of spreading them
>>
We'll do this, Sliding DC of 30/50/70/90/100. 3 1d100s.
>>
Rolled 10 (1d100)

>>2107829
>>
Rolled 75 (1d100)

>>2107829
>>
Rolled 86 (1d100)

>>2107829
“Elves who wish to do so may move to Geremnath. A city known for its hospitality, you may expect more fair treatment if you retreat there.”
>>
>>2107818
We should send a scouting party to investigate the carted off prisoners
Secure the city and its surroundings before sending reinforcements to Bevherumt
Create a secret police to keep tabs on elves and weed out any sympathizers
>>
File: Construct of Rock.png (816 KB, 778x589)
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Many elves are captured by our Kobold Raiding parties! Our raiding parties, after burninating the countryside have returned with many elf slaves. In total, 88 parties are sent out, and each party brings back at least 5 elves. In total, we manage to Loot and pillage to our hearts content! Bringing back about 450 Elves in total as slaves the Kobold raids are very successful, setting most of the countryside ablaze with the fire of torches. Overall, a very successful attack. Widneh has seen shortages of food due to this, however we did not find any drake slaves, at least living ones. Any that were found had their heads chopped off and many cuts on them, as if they were left to bled out and then had their heads chopped off. What shall we do now? Scouting Reports indicate that the total size of the Elven army is approximately 3100 Elven troops. What worries us is that we have seen Constructs of Rock and Crystal, of Beings of Flame that move as if they live!

What is our next move?
>>
>>2107867
Send one single elf histage to call for a prisoner exchange
>>
>>2107867
Quickly collect and smith as many hammers, picks and maces as possible.
>>
>>2107873
>>2107880
Both of these plans.
>>
I'll leave it off at here, I am uncertain as to whether or not I will run tommorrow, however there will be a run on wednesday at 6pm
>>
Rolled 67, 59, 7 = 133 (3d100)

Name- Green-Scale Enclave
Assets- School in Hebonaraz
Swole Men
Watergrass
Blue Centipede Venom
Brief Description- A group of drakes gathered together by the enigmatic Green-Scale in who pursue knowledge and wisdom at all cost. They believe a strong body is needed in order to have a strong mind.

The Green-Scale Enclave shall begin the construction of a large fortified school in the town of Yellowhold.

A new alchemical laboratory will be added onto the school.

Green-Scale shall work on creating a combat style called "The Way of the Striking Centipede." focus on stealth attacks and quick darting blows with daggers.
>>
>>2109310
The fortified school is established, it is of a fair size and can withstand attacks from enemies.

The Alchemical Laboratory enhances the rate at which you make poisons, healing herbs, antidotes for the poisons and other potions.

This new combat style is still in its theoretical phases, and still early.
>>
Exchange prisoners
>>
A prisoner exchange has been called for, the Elf hostage has been sent. What message shall he tell the elves?
>>
>>2110681
1:1 ratio, no dirty play or we start killing
>>
They exchange 100 Drake civilians in exchange for 100 Elf Civilians, they say they have no drake military prisoners.
>>
>>2110698
Deal is still on the table for the 350 rest.
the 100 drakes rescued will be brought home to live their lives normally

Go and besiege Windneh. Send lots of scouting parties, take the shortest route in the desert, ask "him" for guidance to find watering holes and stay safe.
>>
We march on Windneh!

DC 35 -5 Acclimated to Desert life -5 "him" -5 Previously successful raiding parties
>>
Rolled 96 (1d100)

>>2110711
>>
Rolled 34 (1d100)

>>2110711
>>
Rolled 72 (1d100)

>>
The march on Widneh is a success! It seems like there is a somewhat sizable elvish garrison here. Their total numbers are approximately 750 Elves which are going to be facing off against approximately 3,347 Drakes and Kobolds. We are unsure whether or not reinforcements from other elven areas areas are coming. 500 Troops were left behind to patrol the home front. We are now going to begin a Siege of Widneh!

On the home front, Drake Nomadlands and the Tin Mine were attacked by Elvish raiding parties! Nomad camps were raided, farms were burnt, and the tin mine and the fort near it were attacked. Needless to say, the Tin Mine's productivity has grinded to a halt, and the strain on the food supply for Heboranaz has increased.

However, the Siege of Windneh begins! The walls are of stone, so we will have to bring in the rams and ladders, if anyone objects we will invalidate the rolls, however after 2 rolls have been rolled it will be impossible to invalidate.

DC 50 +10 Defending advantage -5 Numbers -5 Capable of flight
>>
>>2110758
We will simply besiege the city and raid it at night, poison their supplies
>>
Rolled 13 (1d100)

>>2110758
>>
Rolled 28 (1d100)

>>
Rolled 30 (1d100)

dice gods please give bad roll.
>>
The initial wave against Windneh was a failure. A total and complete failure. Waves of arrows were loosed upon the advancing ram which couldn't even make it to the gate itself. Arrows pelted the fliers who attempted to breach the gate, and any ladders that made it to the walls were simply thrown off. Overall this has been a poor attack. In addition to this, We have heard that Elven Reinforcements are coming. They total 1000 Soldiers coming in. So far we have lost approximately 100 of our soldiers, and killed perhaps about 35 of theirs upon the walls. Bringing the fight to 715 Elves vs. 3247 Drakes and Kobolds.

What shall we do?
>>
>>2110783
Continue SIEGE.
Act oblivious to the fact that 1000 elves are coming to give them a false sense of security to attacking us, but in secret, keepwatcher at the ready and prepare to ambush them with kobolds as they arrive
>>
>>2110783
Continue siege
Send in a few stealthier troops so they can try to open the gates from the other side?
>>
>>2110783
>>2110783
This
>>
>>2110785
I think we're going with this plan, in that case 3 1d100s.

DC 45 -5 Well Planned Ambush -5 Prepared for attack +5 Small enemy raids
>>
Rolled 90 (1d100)

>>2110804
>>
Rolled 30 (1d100)

>>2110804
>>
Rolled 4 (1d100)

>>
Over time, small raids caused our supplies to grow shorter and shorter. We slowly started to run out of supplies. What's worse, is that the elven army has arrived, and while the signal was sent out, we aren't fully prepared for this! The elves inside Widneh are sallying out, meaning that we're caught off guard by an army that is approximately 1715 Elves in side, against our army of 3,300. 47 Troops were lost due to attrition. It seems that the Geremnathi Elf King is leading this reinforcement force as well! Other scouts also report that there are constructs of rock, larger than drakes among this force, 100 in total, we can take them down however they are quite a bit harder to destroy!

What shall we do?
>>
>>2110821
Let them sally out.
Flyers take the gatehouse and closes the door behind them.

Meanwhile, the main army should scale the walls from the back.
>>
>>2110825
This plan

The fliers are readied, and the Ladders are prepared! We charge!

DC 35 -10 No one in the city -5 Diversion force

QM will be leaving for some time, will be back sooner or later, until then I need 3 1d100s.
>>
Rolled 79 (1d100)

>>2110834
>>
Rolled 88 (1d100)

>>2110834
>>
Rolled 47 (1d100)

>>
We made it across the walls! The diversion attack saw about 400 of its 500 lost, while they did manage to close the gate, the diversion was a bloody fight that ended up poorly. The enemy only lost about 200 Elves there, however we now have full control of the city! The populace puts up some resistance, but it means little to us, as we take over most of the city. The elves have now arrayed themselves against the city and literally do not know what to do. They have a couple rams that we left behind and some ladders, but that is not nearly enough. What do we do?

100 have fled the battlefield, 400 have been lost on our side. 2,900 troops remain. The enemy has lost 200 troops, leaving them at 1515 troops.
>>
>>2110961
Loot the city, take their supply and if they siege us, raid em in the night with flyer attacks
>>
>>2110969
For raiding give me 3 1d100s, the reverse siege has begun!
DC 55 +5 Night +5 Keen Elf Senses -5 unexpected raiding attack
>>
Rolled 48 (1d100)

>>2110983
also i'd like to know, are they big enough to completelly suround the city?
>>
Rolled 64 (1d100)

>>2110983
>>
Rolled 83 (1d100)

>>
The raids are partially a success, the fliers succeed in messing up the sleep cycles of the elves, who are constantly alerted at even a small sound in the night by the watchmen. SUpplies are burnt or even damaged, however our supplies are also running lower and lower because there are not enough supplies to feed an army this large. What shall we do?
>A. Sally Forth!
>B. Continue the raids and hope we get more supplies somehow
>C. Surrender
>D. Other
>>
>>2111023
A, during one night, since they do not encircle the city, rope down 2/3 of our troops and when dawn breaks, charge out with the 1/3 remaining and 5 minutes later, our 2/3 charges their flank
>>
>>2111029
Second
>>
This will be 3 1d100s, 1/3rd will rope down (2/3rds is not feasible), while the rest will sally forth! the 1/3rd that roped down will be flanking.

First roll will have a sliding DC of 40/60/80/90/100

Next two will have a DC of 35 -15 Numbers
>>
Rolled 22 (1d100)

>>2111051
>>
Rolled 64 (1d100)

>>2111051
>>
Rolled 87 (1d100)

>>
Roping down doesn't really work, we couldn't find much rope to rope down with, however, the sally forth works amazingly! We overwhelm the enemy with numbers, however they are starting to reform a defensive line! They've just gotten up while the drakes are fully awake. However now, the true melee starts.

DC 45 -15 Numbers +5 magic +5 enemy formations

3 1d100s
>>
>>2111077
Bring forth the troll!
>>
Rolled 62 (1d100)

>>2111077
Breakthrough their center and break their formation!
>>
Rolled 19 (1d100)

>>2111051
>>
Rolled 92 (1d100)

>>2111077
Troll roll.
>>
The battle begins! The troll the Kobolds have brought forth smashes into the Elven line and begins to tear apart the elves, killing many in a swoop! Its heavy armor and natural strength makes it feel impervious to pain, and any arrows in it simply get stuck on the armor. Any actual painful hits only make it feel more rage. The battle rages around the troll, the elves and the drakes fight and fight. Savage fighting ensues, with magic being thrown at the drakes while they respond with a ferocity the Elves had not seen in a long time! The elf formation has been broken open by the troll in his great ferocity.

DC 40 -15 Numbers +5 magic

3 1d100s
>>
Rolled 63 (1d100)

>>2111106
>>
Rolled 57 (1d100)

>>2111106
"By fire, victory!"
>>
Rolled 23 (1d100)

>>2111106
Target the mages!
>>
>>2111106
We manage to break through the elven lines and they start to flee! We have destroyed the elves in open battle once more! However, news has arrived from Heboranaz! It is being put to the torch and being burnt by an elven infiltration force!
>>
>>2111229
Alright boys, time to burn the city, bring some slaves and go back home, seems like they need our help
>>
>>2111229
"They will beg for death, it will not be granted. They will beg for their minds, they shall be taken. Their remains will beg to serve us, and they will be used."
Return to Hebornaz.
>>
I require 3 1d100s to march, sliding DC of 20/40/50/60/70/80/90/100

The average shall be counted here, not the individual rolls
>>
Rolled 93 (1d100)

>>2111242
>>
Rolled 17 (1d100)

>>2111242
>>
Rolled 6 (1d100)

>>2111242
>>
>>2111242
We manage to make it to Heboranaz, seeing it in ruins and in flames. Only the political officers and high ranking officials have been harmed. The City of Widneh was burnt too, and many slaves have been brought back. However, the tracks of the elven army are seen! We can attempt to follow, if so please roll, if you object to this then say so. 3 1d100s, same sliding DC.
>>
Rolled 24 (1d100)

>>2111261
>>
Rolled 67 (1d100)

>>2111261
sup lizards
>>
Rolled 68 (1d100)

>>2111261
>>
>>2111269
We have managed to catch them! However, they are on the verge of stepping into Spaeratan territory, and if we do so, Spaeratas has declared it will be the same as an act of war. What do we do? Follow them across somehow? Leave them?
>>
Quickly send a messenger to geremnath to start blocking off the pass with whatever debris they can.

Cut down the forest if need be but they must not pass
>>
>>2111272
If Spaeratas protects these traitors, they will have their war! And it will be worse than anything they have faced before. It will be a war of nightmares!
>>
>>2111279
We're blocking the pass.
DC 40.
>>
Rolled 74 (1d100)

>>2111284
>>
Rolled 38 (1d100)

>>2111284
>>
Rolled 36 (1d100)

>>2111284
>>
Rolled 81 (1d100)

>>2111284
>>
We tried our best to get what we could in a short time, and we did manage to collapse the pass somewhat, and its decent. Spaeratas technically can't do anything since its on our side of the border as well. So for now, they wait. However now this begs the question. What do we do with our army?
>>
>>2111291
Finish collapsing the wall and ready suppplies for a second campaign up north, all soldiers are on leave for this time being and will come back for war in exactly one year time
>>
>>2111294
Also kill all elves in the land by forced labour in the fields, the people demand it.
>>
>>2111297
Save some for Yellowhold, we need to test weapons to make good on the threat of "war of nightmares"
>>
We'll come back for war in exactly one year time. In that time soldiers will simply be guarding the home front. In the meantime, do we want a normal civ turn or do we want to list what we are entirely preparing?
>>
A glimmer of light in the Darkness.
Bevherumt has fought incredibly hard! While Heboranaz has really bore the brunt of the troubles in this war, Bevherumt has done much to aid us in this war! So far, they have exploited the Elven weakness in the west and broken through the pass fort! Right now, as the messenger speaks they are laying a siege upon Zethei and are in good shape to take it soon!
>>
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>>2111302
"I'm sure none would oppose this"


"As of this grave day, all of Drakedom is at war, from the eternal flame to here, Drakes and elves wage a great war that will once and for all exterminate the puny elves off the face of this planet. I pray for victory to those of our kin in the north. I pray to the flamce that we can one day exterminate the elven filth that plagues this earth we claim. Now, i ask you, set aside your differences as Kobolds and drakes and trolls and whatnot. Now I can simply ask you to stand united and eternally fight against these filthy elves. Spaertas dared to challenge us by letting these pretentious watermelons seller, Bobo Eoka, slip through our hands. These traitors dwelled in our land and in the most vicious of ways gained power with the elves of metevith. For this trangression, I now declare eternal war to annihilations to not only the elves of Boba Eoka, but also the false warriors of Spaertas. We will teach them that the elves are not made for war, but only for death. So train, fight, arm yourselves, as war is coming, and victory alone is allowed! We will finish with the elven menace in the north and march upon their land and kill. them. all."
>>
>>2111311
Propaganda about the elves
Encourage the citizens to work harder and join the military
Send scouting parties to gather information on elven territory for the upcoming war
Siege weapons
>>
>>2111311
Train flyers
Enlist all male citizens from age 16-70
Enlist all kobolds age 16-70
Keep informations on elves
stock up on campaigning supplies
>>
>>2111335
>>2111331
All this happens.

>Propaganda about the elves
Drakes dislike Elves now greatly, and wish them to be under the drakes for eternity as reparations for crimes
>Encourage the citizens to work harder and join the military
>Enlist all male citizens from age 16-70
>Enlist all kobolds age 16-70

All drakes and elves are raised (will calculate tommorrow)

>stock up on campaigning supplies
Many stockpiles are built up

>Train flyers
Ample numbers are built up (enough for us, will calculate later)

>Keep informations on elves
Our Spies amongst the elves make sure they are calm and settled down.
>>
I'll leave off for now. Tommorrow may be another thread date
>>
>>2111373
Thank for running
>>
Over the last year, we have been rebuilding. The food supply took a massive hit and there was much famine. Help from Bereksus alleviated the damage somewhat. Bevherumt had sustained most of the damage over the course of that year, we had troops on the border to guard us, and while we saw a significant number of raids, they didn't deal that much damage. The front had Stagnated, however a new army, made up of even older drakes Kobolds, and humans of all sorts comes north. It totals 3257 soldiers. However, what shall we do regarding defensive measures? How many troops shall we station to guard the home front? And where?
>>
>>2114233
None, everyone to the front.
>>
>>2114233
The Silverscales refuse to leave Yellowhold undefended. 1/4, the youngest of our soldiers, will remain. This includes Naell, and so, for the duration of this wave of combat, Yellowhold troops will be commanded by Julia Jadesheild, Sharing our limited supply of iron equipment with Brotus and Bromeo Silkspear.
>>
>>2114233
Offer a truce to the northern elves. For 20 years, none of us will interfere in each other’s business.
>>
>>2114433
Negotiate
>>
Negotiations are called for!
Diplomats from Bevherumt, Manstetus, Heboranaz, and even a couple from Bereksus convene.

Manstetus demands that the Status quo remains the same
Bereksus has stayed silent in the current negotiations, merely asking for some good trade deals from all nations here.
Bevherumt demands that they retain the fort and the lands leading up to Zethei.
What do we demand?
>>
>>2114504
>Status quo
And what, pray tell, are the elves deluded to think this is?
>>
>>2114504
>>2114504
Accept the status quo
>>
They want to retain all their land, and take no land from us or Bevherumt, to clarify. A white peace as it is called.
>>
>>2114504
Cease fire
>>
>>2114504
Our demands.
Non agression agreement from the elves, to be enforced by embargo by all present nations if violated.
>>
A cease fire and an NAP are implemented! Bevherumt has been outraged at our agreement to make a white peace between Manstetus and the attacking drakes. Bereksus has recalled its troops as well, and a fragile peace is formed for 20 years.

For now, we have returned to peace, and reconstructing our land.


YEAR 182
Stats:
Population: 3570 drakes, 2000 Kobolds, 3882 Elves.
Food: 6/10
Technology: Early bronze age tech, primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Iron.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 500 Drakes, 300 Kobolds, 30 Scorpions (5 greater, 15 medium, 10 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions (Phased out in 185)
Finances: 8/10
Resources: 6/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
C
>>
>>2114575
A
>>
>>2114575
B. war is over, time for the orgy.
>>
>>2114623
This works too I guess. And weren't we violently subjugating elves earlier?
>>
After the destruction the last war brought about, it was time for some agricultural development. We put many elves, kobolds, and drakes to work on the farms, this revitalized our farming and with increased food came bigger families. Help via food shipments comes from Bereksus as well. This fosters a Population boom.

YEAR 183
Stats:
Population: 3648 drakes, 2060 Kobolds, 3882 Elves.
Food: 8/10
Technology: Early bronze age tech, primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Iron.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 500 Drakes, 300 Kobolds, 30 Scorpions (5 greater, 15 medium, 10 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 6/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2114751
G. What is east.
>>
F.
>>
>>2114751
F
>>
>>2114751
>F. Technology
>>
Its F- Technology, what will we research?
>A. Metallurgy
>B. Engineering
>C. Construction (Mortar)
>D. Ships (Navigation technology)
>E. Advanced Pottery
>F. Querns (For Grinding Grain)
>>
>>2114830
>A. Metallurgy
>>
>>2114830
>F. Querns (For Grinding Grain)
>>
C
>>
>>2114830
C
>>
Rolled 52, 99, 42 = 193 (3d100)

Missed Faction projects:
1-set up headquarters at geremnaths
2/3-work on developing proper ships
>>
>>2114830
A. Enter steel.
>>
File: Bronze age shi.png (425 KB, 1063x606)
425 KB
425 KB PNG
>>2115095
The headquarters at Geremnath is set up, it is relatively modest however it is situated on the docks and is easily accessible. Minor fortifications for it also exist.

As for the ships, you make great strides in ship construction, with them advancing greatly over the course of a few years. You construct these first proper ships, rowed by oars and equipped with rams, these ships are much better than the ships of before.
>>
>>2114830
A

Metal makes good weapons
>>
Metal, We have recently discovered Iron, but only recently we have delved into its true secrets. Turns out, the Kobolds have created a new type of Iron. It is called Wrought Iron. By using something called a "finery forge" a proud new Kobold Invention, they are able to fine normal Iron into Wrought Iron! It is a useful sort of iron that is tougher, more resistant to rust, and more malleable. A truly great invention!

In international affairs, The Land of the Eternal flame is finally at peace after a long war. Some minor gains were made by the drake forces before a stalemate came. In the peace treaty, some land was ceded to them in exchange for peace, however it isn't anything significant.

YEAR 184
Stats:
Population: 3728 drakes, 2122 Kobolds, 4007 Elves.
Food: 8/10
Technology: Early bronze age tech, primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 500 Drakes, 300 Kobolds, 30 Scorpions (5 greater, 15 medium, 10 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 7/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
"Welp, now that peace is somewhat back, I will resign as a Flameheart, I will still be there on the fields of battle if a war catches my age before i die... Well, i sure am not going to force you my cripple of a son"
"dad dont say shit like th-..."
"So well, what are you waiting for? start voting on a new leader!"

>>2116534
G find ores
>>
Rolled 79 (1d100)

>>2116534
G. We are sadly lacking in internal iron production.
>>2116539
Nominating Julia Jadeshield
>>
>>2116534
G
>>
>>2116534
G. Ore
>>
>>2116539
Flameheart resigned apparently, you know the drill in that case.
Everyone who wishes to participate roll a 1d100, anyone who wishes to support can do so, and roll an extra 1d15 (I'm taking a piece out of bulgar's book here)
>>
Rolled 80 (1d100)

>>2116557

I nominate Balaur
>>
>>2116552
"nah nah nah, what are you doing in here, get off the stage."

-a drake with a broken leg pushes Hroeg aside and stand on the podium-

"I will present, My name is Dremn and i am his cripple son. I, am an intellectual"
>>
Rolled 33 (1d100)

>>2116573
woops
>>
Rolled 7 (1d15)

>>2116560
Supporting balaur
>>
>>2116560
Balaur wins flameheart! Long may he reign.

In other news, we will be excavating our lands for Ore, preferably iron. Give me 3 1d100s.
>>
Rolled 53 (1d100)

>>2116615
>>
Rolled 51 (1d100)

>>2116615
awwww yeah
>>
Rolled 75 (1d100)

>>2116615
>>
We manage to discover an iron mine in the hills between Emberhold and Yellowhold! While its not big right now, it is expected to expand further in the near future and become bigger as more veins are discovered. In addition to the existing mine in Yellowhold, this has made iron much more common within our lands, while not as common as Bronze, Copper and Tin, it is expected to slowly become more and more common as more mines are created.

YEAR 185
Stats:
Population: 3810 drakes, 2186 Kobolds, 4071 Elves.
Food: 8/10
Technology: Early bronze age tech, primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 500 Drakes, 300 Kobolds, 30 Scorpions (5 greater, 15 medium, 10 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2116657
F? We need better writing.
>>
>>2116657
A
>>
>>2116657
B.
>>
>>2116657
C. a world wonder
>>
>>2116657
F
>>
Its F- Technology, what will we pick?
>A. Metallurgy
>B. Engineering
>C. Construction (Mortar)
>D. Ships (Navigation technology)
>E. Advanced Pottery
>F. Querns (For Grinding Grain)
>G. Clothes
>H. Writing
>>
>>2116984
E
great for stockpilling
>>
>>2116984
H
>>
>>2116984
>>E. Advanced Pottery
>>
>>2116984
>G. Clothes
>>
Normal Pottery wasn't enough. The Pots weren't as refined or finished. Therefore, we created the Pottery Wheel. It makes pottery much faster, allows us to vary thickness, and enables us to have a much smoother surface. This improves the beauty of our pottery and makes it more useful.

FACTION PROJECTS

YEAR 186
Stats:
Population: 3894 drakes, 2251 Kobolds, 4137 Elves.
Food: 8/10
Technology: Primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 500 Drakes, 300 Kobolds, 30 Scorpions (5 greater, 15 medium, 10 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2117061
E. Government and Laws
Mandatory enlistment of young adult males to serve at least 4 years?
>>
Rolled 77 (1d100)

>>2117061
D. Train proffessionals to all be flying drakes and the elite force of our army.

FP: Build a mine on the iron location next to emberhold
>>
>>2117073
D oops
>>
Rolled 76 (1d100)

>>2117061
D
Fp. Elf trade, get cloth, make nice, maybe magic.
>>
Rolled 38 (1d100)

>>2117061
D
FP:Work on building up the ship infrastructure at Geremnath
>>
>>2117141
There was an existing mine as to where the iron was found, however you expand is massively! You find a couple of rich veins which are plentiful in iron, increasing your supply of iron greatly.

>>2117141
You search in southern Spaeratas. Magic isn't common there, however magical cloths are prized there. You find that many of the Spaeratan officers within the army wear grey, scaly shirts under their armor. These shirts are made out of the scales of the Ironscale Fish. They provide good protection, comparable to that of Bronze, yet it is far lighter than ever, and can be augmented by magics, though these scales cannot retain the magical effect for long.

As for military, we are clearly increasing the size of our professional army, so what will the size of our new professional army be?
>>
>>2117162
Sorry, for the first mine Faction Project I meant to link Gulduric
>>2117120


>>2117159
The docks are expanded in Geremnath, with them being able to accommodate more ships, trade slowly starts to build up in Geremnath, along with ship building and fishing.
>>
>>2117162
I meant north elves.
700 drakes, 450 kobolds, 750 elves, also, try to massively increase scorpions.
>>
Rolled 15 (1d100)

>>2117061
Construct docks at the Enclave expanding the school with a naval academy inviting people of all races to attend.
>>
>>2117272
The docks cannot be constructed, your manpower is too low and you simply could not find the materials to do so.
>>
>>2117171
No elves I guess.
>>
It seems that the people do not want Elves in the army, but regardless we increase our army by 200 Drakes, 150 Kobolds, and we gain another 20 battle scorpions, bringing us to 50 battle Scorpions, with 10 Greater, 25 Medium, and 15 smaller.

YEAR 186
Stats:
Population: 3980 drakes, 2319 Kobolds, 4203 Elves.
Food: 8/10
Technology: Primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2117307
year 187 actually
>>
>>2117061
C. Construction
Rebuild the capital city
>>
>>2117307
C
Rebuild Hebor

Also can we name the country "Fire Coast"
>>
We will rebuild our capital city, however, what will we name our country? If you want to keep it Heboranaz, then keep it Heboranaz.
>>
>>2117337
Fire Coasts Union
>>
>>2117344
Firecoast Confederacy
>>
>>2117344
This or just fire coast. Fire coast would be good.
>>
>>2117352
I second this
>>
We shall now be called "The Fire Coast Confederacy!" In the meantime, Heboranaz has been rebuilt, after all the devastation caused by Bopa Eoka, we rebuild the city and many drakes return to rebuild their lives that were destroyed.

YEAR 188
Stats:
Population: 4067 drakes, 2388 Kobolds, 4270 Elves.
Food: 8/10
Technology: Primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2117374
F
>>
>>2117374
F
>>
Its F- Technology, what will we research?
>A. Metallurgy
>B. Engineering
>C. Construction (Mortar)
>D. Ships (Navigation technology)
>E. Querns (For Grinding Grain)
>F. Clothes
>G. Writing
>>
>>2117390
B
something we could use to get water out of them mines
>>
>>2117374
D. Military
We need to show fear and intimidation on sight, find a suitable giant war beast!
>>
>>2117390
B
>>
>>2117390
>B
>>
Primitive engineering is put into place. Such knowledge and technology enables us to build taller, build better. Arches are heavily theorized upon by our engineers, claiming that they are good for construction. Columns of stone and other materials are also possible for those who want it to be a bit more extravagant and look better. As a result, we are able to build better constructions.

YEAR 189
Stats:
Population: 4157 drakes, 2460 Kobolds, 4338 Elves.
Food: 8/10
Technology: Primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2117420
B.
>>
>>2117420
H.
>>
>>2117420
F
>>
>>2117489
CHange to B
>>
It is B- What will we do regarding Culture?
>A. Sports
>B. Philosophy
>C. Religion
>D. Change something in our society
>E. Other
>>
>>2117566
B
>>
>>2117566
A.
combat sport, scorpion races(?) , flying races(?), etc
>>
>>2117611
Yeah! Also, competitive sneaking.
>>
Rolled 91 (1d100)

Faction Project: Build a fort between the Tin and Teruslam mines, adjacent to the Spearatan fort. If the elf settlement is in the way, tore it down and have the inhabitants move further north. They shall be compensated with a payment of gold and certain other services.
>>2117566
B
>>
>>2117924
The fort between the Tin and Teruslum mines is completed, while the elves were slow to move out of the settlement, they accepted the payment and chose to move north. The Fort is a formidable fort, which basically secures our southern border with Spaeratas. It is right on the road leading from Spaeratas to Geremnath.

Regarding our culture, the first sports are formed. Scorpion Races, flying races and combat sports are all formed. In addition to this, for Kobolds especially, competitive sneaking is created.

YEAR 190
Stats:
Population: 4248 drakes, 2534 Kobolds, 4408 Elves.
Food: 8/10
Technology: Primitive writing, Improved Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2121766
F
Writing
>>
>>2121773
This
>>
I'll just skip all the tech voting because we seem to want it.

Writing. Long ago we created it, but now, we standardize it. We have acquired papyrus paper from the lands far west, from Jerefemen. This makes writing far easier than clay tablets. In addition to this, a standardized alphabet is created, and we begin to spread literacy to the upper classes, greatly enhancing our abilities to communicate with each other and distinguishing the upper class from the lower classes. Small schools taught by those who know such writing have sprung up as well.
In other news, the time of plenty in terms of farming has gone, food output has returned to normal.


YEAR 190
Stats:
Population: 4333 drakes, 2600 Kobolds, 4470 Elves.
Food: 8/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances

Faction project time
>>
Rolled 9 (1d100)

>>2121789
Faction Project: Begin researching into the alchemical secrets of expanding the lifetime of Drakes. We will use every type of resource that we can get our claws on.

E. School System
>>
Rolled 22 (1d100)

>>2121789
Faction project: Expand Geremnath besides the dock districts. Stuff like opening new mines and farms.

H
>>
Rolled 59 (1d100)

>>2121789

B Encourage parents to raise childrens to be warriors

FP: this is big so this might be 2 project depending on result

Send some younglings to the land of the eternal flame with a generous amount of money to be taken as apprentices of the best forger's my old eyes have seen. Meanwhile we will make foundries, blacksmiths thing and whatnot.
>>
>>2121789
D. Military
Open a intelligence sector maily to gather information, locating, sabotage, assassinations, etc
>>
>>2121825
You begin to research into the Alchemical secrets of expanding drake lifetimes, and even with all your resources at your disposal, no amount of herbs that you know of can extend the lifetime of a drake. For now.

>>2121834
This expansion ultimately fails, it seems that the land near geremnath has little to offer in terms of metals, and elves are slow to become farmers.

>>2121835
You send off your younglings to work in the forges of the Land of the Eternal flame. A couple are sent back, said that they weren't very useful. However some return with good knowledge of blacksmithing which they may teach to others. Some even come back with samples of an Ore that is named Lenkore. It seems to be ideal for infusing with all sorts of elemental magics, and can be infused with spells themselves and charged up to cast said spells. Such metal enables drakes who cannot do magic still benefit from such magic. However, too much magic into this metal will overload it and make it unusable.
>>
Switching to B, culture
>>
It is B- Culture
>A. Sports
>B. Philosophy
>C. Religion
>D. Change something in our society
>E. Other
>>
>>2121900
C
>>
>>2121900
C
MORE FLAMES
>>
The worship of the eternal flame is spread to all Drakes in Heboranaz, all go to Heboranaz to bow before the great Bonfire known as the Eternal Flame, and offer their respects to the great fire.

YEAR 192
Stats:
Population: 4420 drakes, 2667 Kobolds, 4532 Elves.
Food: 7/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2121956
C. Construction
>>
>>2121956
H. Finances
>>
>>2121956
D
Start making armors in great quantities
>>
Its C- Construction, what will we build?
>A. More Housing
>B. A new wonder
>C. Forts
>D. Roads (where?)
>E. Docks
>F. Smithies
>G. Barracks for troops in major cities
>H. Magic Schools
>>
>>2121993
>B. A new wonder
Tourism=income?
>>
>>2121993
B
We should never let what happened in Heboranaz happen again and i call for great fortifications
>>
>>2122012
Wholeheartedly this. Fortify the fuck out of Heboranaz.
>>
We begin to fortify the walls of Heboranaz. A lot. The gates are reinforced, and a wall around the entire city itself, even along the coastal areas is built, protecting it from attacks from the sea. In addition this, a second set of walls is built, called the Balaurian walls. Between the first set of walls and the second set there are generally farmers and lower class civilians. This is an extremely expensive project. However the sea wall, protects us from attacks from the sea, and the second set of walls prevents any assaults from land. Many people agree that Heboranaz should never be razed again, and this building project, albeit expensive, will prevent it from happening again, or so many people hope.

YEAR 193
Stats:
Population: 4508 drakes, 2737 Kobolds, 4596 Elves.
Food: 7/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2122144
D Stockpile close combat weapons suck as swords and axes
>>
>>2122144
D
>>
Rolled 45 (1d100)

>>2121789
Hygiene in Yellowhold barrows, it's not so much that kobolds would get sick, as it is that dirt isn't very comfortable and being carriers of disease is bad for business.
>>
>>2122144
D
>>
Skipping the D vote because we agreed upon Stockpiling close combat weapons.

We begin to stockpile Close combat weapons! The Forges of Emberhold, Yellowhold, and Geremnath are lit as many weapons are built, some for the standing army, others are made for the Militia. We have a sizable stockpile of these Bronze and iron weapons by this point. Moreso bronze than Iron at this moment, however we do not have to worry about a weapon shortage for some time now!

However, Bereksus has invoked their terms of the treaty, that we must aid them much like they have aided us. They remind us that they have sent troops to us every time we have gone to war, and it is time we must repay the favor. They ask that we send troops to their cause. They are demanding at least 800 troops to aid them in their cause against a city state that they wish to take over to the South, named Yedoran. They claim that when they take over the city state, they will be able to produce much more food, have a larger standing military to aid us with, and possibly create a navy. How do we respond to this?

They have provided us a map of the area of Bereksus and Yedoran, and circled Yedoran in Black.

>>2122184
Hygiene is improved to some extent within Yellowhold. Kobolds start to wash their hands with normal water. Also, sick Kobolds are now quarantined, put into special holes where they are treated by healers and isolated from the rest of the Kobold Community. This works to some extent to limit the spread of disease within Yellowhold. Also, beds are put in every hole for Kobolds to sleep on if they so choose.
>>
File: Yedoran location.png (60 KB, 1268x665)
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60 KB PNG
>>2122206
Here is map, forgot to link
>>
>>2122220
>>2122206
We should send our professional army, with the rate of how this is going, they are going to need the training, also, can't back down such a trustworthy ally eh?
>>
>>2122206
“Very well, we shall send 800 troops to them. They have helped us greatly past conflicts so it is only fair.”

*whispers to servant*
“Send only Kobolds to Bereksus, they’re much more expendable”
>>
>>2122237
Bwhahaha, you are greedy and dishonorable Balaur, If you wish to only send Kobolds, i will go along as with my personal retinue. To boster the ranks.
>>
>>2122206
Send the troops with military advisers
>>
>>2122220
>>2122237
"THE FLAMEHEART ASKED FOR HOW MANY KOBOLDS!?!? HE CAN SUCK ELVEN WHORE JUICES FROM MY GENIAL SLIT!!!!"
>>2122231
This one.
>>
>>2122263
A little bit of this one too. "Julia, if you would."
>>
Alright, we'll go with these two plans
>>2122231
>>2122263
If anyone is sending faction troops, please say so, also vote on whether or not we want a war session
>A. Yes war session
>B. No
>>
>>2122306
A
Sending 200 drake troops including Hroeg
>>
>>2122306
My archers. 375 shortbows. Also, Julia Jadeshield, a swordsbold.
>>
>>2122306
A
>>
>>2122306
A
>>
>>2122306
How does one join a faction?
>>
>>2122397
https://discord.gg/ceAKRyU

Join the discord and we'll explain everything
>>
>>2122397
You can apply in thread for it.
Use the following Application format

Name of Faction:
Assets (What you're starting off with):
Brief Description of the faction:

If you have discord, I also advise you to join our discord, the link is: https://discord.gg/hNAfqw
>>
The forces Heboranaz has sent to aid Bereksus arrive in the city, there they link up with the army of Bereksus, with the militia they have raised, the total size of the army that the Humans have is 1200 Currently. We have sent 600 Drakes and 200 Kobolds. In addition to that, the Kobolds of Yellowhold have sent 375 Shortbows and Emberhold has sent 200 of their own. We have sent them 1,375 Troops in total, bringing the total force up to 2,575 troops. What shall be our first move?

Map is here
>>2122220
>>
>>2126167
We must attack the Yedoran fortress that guards the mountain pass. Gather the troopship and prepare to attack it.
>>
Gather up near the frontline and gather information
>>
>>2126167
>>2126180
Yeah, can't burninate the countryside before the humans tell us what they want to leave un-burnt.
>>
Alright, we gather up near the frontlines, and we will gather information 3 1d100s and we'll use the average for how that goes
>>
Rolled 27 (1d100)

>>2126198
>>
Rolled 33 (1d100)

>>2126198
>>
Rolled 64 (1d100)

>>2126198
>>
41.3 Average
Reports indicate that the fort is relatively strong, and in addition to that, the numbers of the enemy troops within the fort are approximately 1500 as of right now, and are well dug in. We recieve no other reports from our scouts, some not having come back. How shall we approach this?

The humans have brought their own rams and ladders with them.
>>
>>2126212
I'm thinking about moving through the hills and setting up on their behind. Do not bring siege weapons.

Signal for hummies to attack the fort will be the biggest fire they've seen in their life
>>
File: 1423787746916.gif (503 KB, 500x333)
503 KB
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>>2126228
" I, Ogathrut, leader of house Scorching Talon have come to give you aid, I have 200 raptor riders at the ready!"
>>
>>2126212
"Human! I am prepared to deprive your enemy of resources, however, seeing as you intend to rule these people, I see fit to ask you this question. How far may I go?"
>>
>>2133939
"Burn only half the farms, let some stay. Do not kill the cattle or the pigs, and do not kill civilians needlessly. They will be required."

>>2126228
We'll go with this plan, 3 rolls

DC 55 +5 Rugged Terrain
>>
Rolled 40 (1d100)

>>2134159
>>
Rolled 25 (1d100)

>>2134159
>>
Rolled 83 (1d100)

>>2134159
"Probably shouldn't cripple them either."
>>
The march across the rugged terrain has left many of our drakes tired. As we reach the other side of the fort, we are exhausted. Some scouts have been seen watching us, and have run off to the fort. What shall we do? We have no siege weapons, and the gates are closed.
>A. Rest for now
>B. Light the signal! We will attack now.
>C. Other
>>
>>2134172
>A. Rest for now
>>
>>2134172
A
>>
>>2134172
A
>>
We rest... For the time being. A couple hours later, we hear the noise of battle! It came from the northernwestern gate of the fort! We are uncertain as to whether or not the humans took the initiative and began the siege, or the fort's defenders sallied out, however currently we have no siege weapons and fighting has broken out between our enemy and our allies! What do we do commanders?
>>
>>2134220
Attack! Attack now!
>>
>>2134220
Let /those/ arrows fly.
>>
We'll attempt to attack! First we'll send off fliers to open the gate, as we usually do when we have no siege engines.
DC 45 -5 ???
>>
Rolled 78 (1d100)

>>2134279
whoah flying nigga lizcunt
>>
Rolled 66 (1d100)

>>2134279
>>
Rolled 89 (1d100)

>>2134279
>>
The opening of the gate goes off without a hitch! However, we find the fort to be mostly empty. Aside from a few desperately trying to hold the line, it looks as though about 1300 of the enemy have run off to engage our humans, and 200 are desperately holding the line against us. To see how our humans fared, I need 3 1d100s

DC 55 +5 Surprise
>>
Rolled 90 (1d100)

>>2134328
"I WILL EAT HUMAN TITS!"
>>
Rolled 20 (1d100)

>>2134328
>>
Rolled 20 (1d100)

>>2134313
"Show them the might of House Scorching Talon!"
>>
For the humans, the attack was a complete surprise. They had no idea it was coming, and it was a rather punishing one at that. Many died in the initial onslaught. Human commanders estimate about 400 soldiers were killed in such an attack, in exchange they killed about 200 Humans. It was a savage and brutal melee. It came as no surprise that the Yedorani would defend their homes fiercely. The melee still continues however.

Now, for our fight.

35 DC -15 Numbers +5 bottleneck -5 Strength
>>
Rolled 64 (1d100)

>>2134360
>>
Rolled 85 (1d100)

>>2134360
>>
Rolled 94 (1d100)

>>2134360
>>
We manage to break through! Charging through their lines we manage to take the entire fort, scouring it and killing or capturing any remaining enemies within it. However the fight still rages on outside, with the enemy gradually gaining the upper hand, the human forces are on the brink of retreat, and by now have lost 600 Men, while the enemy has only lost 350. The enemy is apparently using berserker units to break through any gaps and exploit them, ferocious fighters indeed!
>>
>>2134434
Suround them and overwhelm them with lines of spear!
>>
>>2134452
This
>>
>>2134434
Open the gate and attack them from their flanks, send the raptor riders first!
>>
The offensive begins! We must save our human allies! A charge begins from the rear, Raptor riders are sent in first, and a complete envelopment of the enemy forces will be attempted! However, the enemy has reacted to this, and they leave a strong rear guard, however they will continue to hack away at the human forces which are dwindling!

3 1d100s!
DC 40 -5 Rear attack -5 Surprise +5 Rear Guard
-5 Strength
>>
Rolled 98 (1d100)

>>2134475
" Give them hell!"
>>
Rolled 78 (1d100)

>>2134475
>>
File: 1426823676695.gif (739 KB, 233x173)
739 KB
739 KB GIF
>>2134481
>>
Rolled 66 (1d100)

>>2134475
>>
The envelopment is a complete success! The humans, bolstered by the arrival of Raptor riders, begin to fight harder. Ogathrut, at the head of the wave of raptor riders is the first to charge into the fray. The rear guard puts up a sturdy resistance, but they have not seen such creatures in battle before, and are bewildered. As a result, Ogathrut's men break through their rear guard and pave the way for the Drake forces to envelop the enemy! It will surely be easy now!
DC 35 -15 full envelopment -5 Shock -5 Strength +10 Cornered
>>
Rolled 36 (1d100)

>>2134523
>>
Rolled 20 (1d100)

>>2134523
>>
>>2134523
"Get rekt, Boi!"
>>
Rolled 56 (1d100)

>>2134533
Now with dice!
>>
The envelopment is successful! However, they are aiming at one group in particular. The Humans. Eventually the enemies are subdued. However, our allies in Bereksus have suffered extremely heavy casualties. We killed about 900 enemy soldiers, but Bereksus lost 1000 troops. We lost a measly 250 of our soldiers, most just being normal enemies. However one cannot deny that Bereksus has lost many in this encounter. What shall we do now to secure victory over our enemy?
>>
>>2134564
BURNINATE THE COUNTRYSIDE! Use fancy painful arrows please.
>>
We will burninate the countryside! Roll 3 1d100s. The average will be taken here.
>>
Rolled 31 (1d100)

>>2134678
>>
Rolled 89 (1d100)

>>2134564
I thought our allies wanted it intact?
>>
Rolled 51 (1d100)

>>2134678
>>
While the generals of Bevherumt protest at our burning and razing of the countryside, they do not deny that it is an effective tactic. We find no resistance over the course of our burnination, or simply the pillaging of their lands. As we near closer to the capital, a new army has assembled, it is approximately 1,000 strong, and seems to be residing in the capital, known as Yedoran. What is our next course of action, commanders?
>>
>>2139094
Get hostage, some Noble woman, or maybe someone's heir.
>>
>>2139094
>>2139094
March upon the enemy city of Yedoran. We will siege them and eventually break them.
>>
>>2139094
Gather siege weapons for our armies!
>>
We reach the city after a few days of marching, and we meet a coastal city. The Docks are bristling with activity, people being loaded, cargo being unloaded. We see Elves, we see humans, and we even see some sort of Merpeople! Waves of humans enter the boats, and cargo and food flows in the opposite direction. It seems as though that with some other volunteers from nations we know (Mainly Spaeratas) and do not know of have congregated here! These volunteers claim they have no association with Spaeratas and have come here of their own free will, and Spaeratas is staying neutral regarding this war. How shall we proceed?
>A. Begin a siege
>B. Bring forth the siege engines! We shall crash their gate and spill into the city!
>C. Leave
>D. Other
>>
>>2139119
>A. Begin a siege

Send the flyers to burn and ruin the docks, preventing aid by sea.
>>
>>2139121
"This would be easier with a navy."
>>
>>2139119
>B. Bring forth the siege engines! We shall crash their gate and spill into the city!
"They shall feel our wrath!"
>>
>>2139121
We shall go with this plan! We prepare ourselves for a siege, and the flyers are being deployed! 3 1d100s
DC 65 +15 Treacherous long distance flight over city
>>
Rolled 70 (1d100)

>>2139142
>>
Rolled 29 (1d100)

>>2139142
Inspiration!
>>
Rolled 11 (1d100)

>>2139142
>>
The plan is a failure! The fliers tried to fly towards the docks, but were met with a hail of arrows. Many were shot down, and the fliers couldn't even make it to the docks! 100 fliers were shot down in the attempt to make it to the docks, and the other 200 managed to make it back, some injured, and some unscathed. For now we wait.
>A. Continue waiting
>B. SIEGE ENGINES!
>C. Other
>>
>>2139154
B
>>
>>2139154
>B. SIEGE ENGINES!
They will outlast us with supplies coming from the docks
>>
The siege engines are called forth! The offensive begins! Roll 3 1d100s! In other news, about 100 reinforcements have come from Bereksus, Swelling our numbers to 1,625! Surely these will be a boon to us. The Ram moves forward, and the ladders advance!

3 1d100s!
DC 55 +10 Attacking fortified city -5 Strength
>>
Rolled 9 (1d100)

>>2139176
Initiates war cry
https://www.youtube.com/watch?v=BI851yJUQQw&t=11s
>>
Rolled 70 (1d100)

>>2139176
>>
Rolled 48 (1d100)

>>2139176
AHHHHHHH
>>
The offensive is bogged down, the ram begins to do its work, however the ladders aren't progressing much. The few ladders that make it to the walls are thrown back down. All the while we are pelted by arrow fire and javelins, not good for our troops at all. The bright side is that under the leadership of Balaur, the ram may yet batter down the wall! More 3 1d100s

DC 55 +10 Fortified city -5 strength
>>
Rolled 51 (1d100)

>>2139205
>>
Rolled 61 (1d100)

>>2139205
"We win as a team or die as individuals!"
>>
Rolled 98 (1d100)

>>2139205
>>
We're through! The leadership of Balaur manages to coordinate the ram and its protectors into bursting open the gate, and once more the first to charge through the breach are the Raptor Riders! Spears ready to impale the enemy, they charge headlong into the enemy formation, which initially is made of humans, and the first lines are shattered by the offensive. A glorious charge! They promptly pull back as to not be stuck between their own ground forces and the enemy, however when the land troops engage a much easier time is had, were it not for the Scorching Talon and its riders, more troops would have been lost. However, upon closer inspection the following lines seem to be made of Spaeratan elves held in a rigid formation

3 1d100s
DC 45 -5 Strength -5 Shattered human formation +5 Strong Elf Formation
>>
Rolled 81 (1d100)

>>2139259
Bring the elves to their knees!
>>
Rolled 76 (1d100)

>>2139259
>>
Rolled 42 (1d100)

>>2139259
>>
Even though the Spartan elves maintain a rigid formation, our strength slowly begins to prevail, with our great horde, and powerful Phalanx continues to press on the elven line, and with our longer spears we slowly begin to press them backwards. A desperate stand is held at this gate, with humans starting to trickle towards the gate, slowly leaving the walls more and more exposed to our ladders! 3 1d100s
DC 45 Same Modifiers
>>
Rolled 68 (1d100)

>>2139321
>>
Rolled 50 (1d100)

>>2139321
Barbaric barbed arrowheads and burning pitch!
>>
Rolled 18 (1d100)

>>2139321
>>
We've finally broken through! The Elves were forced to pull back, with their numbers thinned so greatly that the formation simply couldn't hold against the weight of the drakes pushed up against them. The humans have now entirely abandoned the walls and are now savagely holding the line... They're trying to prevent us from getting to the docks! The ladders are up, and we've made it through the gate, and the drake army pours into the city.

DC 40
-5 Numbers -5 Strength
>>
Rolled 70 (1d100)

>>2139374
>>
Rolled 95 (1d100)

>>2139374
The flames behind them, pin them in.
>>
Rolled 17 (1d100)

>>2139374
"No MERCY"
>>
The last offensive succeeds! We have taken almost all the city, and the last boats have fled from Yedoran. However, most of the city's upper class have fled on boats, and many soldiers have fled as well, we are unsure. Some civilians say south, others say East. Others say a combination of the two. However, almost total victory has been achieved. Bereksus has claimed they can take it from here, however they request that we leave about 300 drakes for peacekeeping for the next 5 years. How do we respond?
>A. Yes
>B. No
>>
>>2139400
>A. Yes
but this time we need to be reimburse
>>
>>2139400
200 drakes and 100 Kobolds are what I’d be willing to give. Other then that, no deal.
>>
>>2139400
A. It's not like we'll need them in that time. Who would be so daft as to attack us in such a time frame? Hell, what would 300 fewer drakes even do to us?
>>
>>2139408
Reimbursement, yes.
>>
Bereksus begrudgingly agrees to the reimbursement, they claimed that free enforcement within their lands was under the treaty as well, however they present to you a significant amount of gold in the form of chests taken from the estates of the upper class within Yedoran. Yedoran will take some time to rebuild, and it will take time for Bereksus to ensure it has a strong grip on Yedoran, however that is no longer our problem. From our lands, about 575 died in the attacks against Yedoran, while Bereksus has lost over 1000 of its sons.

YEAR 194
Stats:
Population: 4224 drakes, 2608 Kobolds, 4596 Elves.
Food: 7/10
Technology: Writing/Teaching, Late Bronze age Boats, Carts, Astronomy, Basic magic from Elves who know it. The Lathe, Masonry, Mathematics. Animal Husbandry. Beer. Wrought and normal iron. Pottery Wheels. Primitive Engineering.
Culture: Two differing ones, one of those who settle and farm, and one of those who keep moving like Nomads. Militaristic society who idolizes great warriors. Dragon/Fire Worship. Various Sports such as Scorpion Racing and Competitive Sneaking.
Government: Led by a flameheart, a chieftain so to speak. Advised by a council of elders
Military: some militia. Flying and Fire drakes. Lots of metal and leather armor. 700 Drakes, 450 Kobolds, 50 Scorpions (10 greater, 25 medium, 15 smaller) Flying drakes that use spears with their feet. Battering Rams and Siege ladders. Bows(from elves). Scorpion Riders. Well trained militia
Laws: Most disputes are solved by Local Administrators as Judges, Duels as a Second option. The Elf Restrictions.
Finances: 6/10
Resources: 8/10
A. Agriculture
B. Culture
C. Construction
D. Military
E. Government and Laws
F. Technology
G. exploration
H. Finances
>>
>>2139439
H. Finances
>>
>>2139439
D. Military
We need bigger stronger apex mounts!
>>
>>2139439
F
>>
>>2139458
*Grunt*
>>
>>2139439
F




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