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File: SAPeopleP3.png (2.03 MB, 1200x675)
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After the recent rebellion of the Morcantaz, your subjects are divided like never before. Though you've managed to keep them in line through fear, this is not what you want, it never was. You question your ability as a King.

Still determined to reconcile with your morcantaz subjects, you consult your wife about continuing your training. She agrees and thinks it's a great thing for your son to participate in as well. Though at four years old, he won't learn much, it's the thought that counts.
Your wife tests you on what you remember about morcantaz customs and whether you practiced talking at all in the past years.
You're ashamed to admit that, you didn't, you tell her that you couldn't find the time between being a father and a king. She's not falling for that one, she knows your tricks. You're better than this, she tells you.
You spend an entire year refreshing your knowledge of morcantaz language and customs, in addition to learning what ever else your wife can teach you.
She insists that despite your newly gained knowledge, that you still lack the subtleties of the matter and should avoid making too grand a statement when talking to any of her kinsmen. A solid advice on one hand, but on the other, she's not your mother, you love her, but she can't tell you what to do like that.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Rules are pretty simple
>You are, at all times, the current de-facto Ruler of your people.
>There will be decisions after each Update.
>You may only pick ONE option, unless states otherwise.
>Parenting options run parallel to the main-game and are their own separate decisions.
>When there is no Majority, a Tie will always be broken by the option that was chosen the earliest.
>Time and Technology progression adapt to the Scale of the game.
>Status summaries may be requested at any time (I may not always respond)
>This is a very slow quest, be prepared to wait.
>>
>>4134597
Technology:
>Goverment - Charting
>Industry - Currency
Diplomacy:
>Peace - Reestablish contact
Economy:
>City - Build palace (Capital)
>Country - Expand borders
Culture:
>Art - Dyes
>Art - Burial masks
Miscellaneous:
>Army drilling
>Write-in
>>
>>4134602
>Army drilling
>>
>>4134602
>>Army drilling
>>
>>4134602
>Army drilling
>>
>>4134602
>>Army drilling
Makes the most sense considering recent events
>>
>>4134602
>>Country - Expand borders
>>
>>4134602

>Army drilling
>>
>>4134602
>Army drilling
Good to be back.
For those interested here is the first part of the quest.
http://suptg.thisisnotatrueending.com/qstarchive/4060102/
>>
>>4134602
>Army drilling
By the way Narrator, there is something that has been bugging me for a while. Wasn't the current king's sister married to the leader of the rebellion or something? What happened to her?
>>
>>4135121
she's still alive, just irrelevant since she's now a widow
>>
>>4135816
>>4135121

soon-to-be-widow actually
I forgot for a second there that you didn't actually execute ninian yet
he's still a prisoner
>>
>>4135818
No children?
>>
>>4135826
none that you know of
you haven't talked to your sister in 5 years
>>
>>4135827
Sounds like a very convenient time to talk to her then.
>>
well guys, I got some bad news
my PC died, coming sunday the quest will be on an indefinite hiatus
I am currently posting from my mom's computer

As compensation, I'll try to give you as many updates as I can today. I swear trying to get this quest running is a quest in and of itself
>>
>>4135121
>>4134956
>>4134795
>>4134677
>>4134668
>>4134655
>>4134651
Now that our fighters are properly equipped, you think it's about time you teach them how to fight. Your bodyguards may already know, but the common people don't and you seek to change that.
You call up the fighters as if you were going to war and inform them of their luck. Starting today you and the warriors will teach them the difference between a heroe's death and glorious victory.
You show them how to handle their spears, that they can't simply wield them like a club, but that they have to constantly be stabbing, nothing else. The warriors meanwhile demonstrate to them how much of a difference it makes to simply stay together as opposed to wandering about individually. While everyone seeks personal glory, it is not something you should pursue in the midst of battle. The true heroes, they say, are the ones who follow commands. Coordination is key to victory.
Many a fighter takes these lessons to heart and begins practicing in private with their peers. The weekly gatherings thus slowly turn into a sporting event. This isn't what you had in mind, but if it means they stop being useless in combat, what's the harm?

Technology:
>Goverment - Charting
>Industry - Currency
Diplomacy:
>Peace - Reestablish contact
Economy:
>City - Build palace (Capital)
>Country - Expand borders
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Private - Visit sister
Miscellaneous:
>Write-in
>>
>>4137295
>Country - Expand borders
Bummer about what happened to your PC
>>
>>4137295
>>Private - Visit sister
Maybe this still even help with further easing tensions.

Sorry to hear that about your computer QM.
>>
>>4137295
>>Country - Expand borders
>>
>>4137295

>Country - Expand borders

Damn, that's a shame. Best of luck OP, its been a good quest.
>>
>>4137295
>Private - Visit sister
If she still has influence over the Morcantaz, this could help with decreasing the tension
>>
>>4137798
>>4137456
>>4137310
With more mouths to feed and yet more underway, you think it's time to consolidate your kingdom. You have your lands surveyed for natural barriers, up until which you lay claim for the glory of your people.
Once again the capital turns out to be a natural barrier in and of itself, though your father knew, you had to make sure for yourself.
South of Morcantari there is another river, upong following it your scouts determined that it and your river are branches of the same one, that divide at the east bog.
Westward for you, there is nothing but the coast.
With this knowledge, you lay claim to all of these places. You know there's a few morcantaz villages around these parts, but you will subjugate them in time.
With this, you believe it is time to pay someone a visit

>reestablish contact
>visit sister
>>
>>4138214

>reestablish contact
>>
>>4138214
>reestablish contact
>>
okay everyone I have good news and bad news

the bad news is, the hiatus is still going to happen

the good news is, it'll be short
I managed to figure out what broke, it was my graphics card
I already ordered a new one, should be here in 2 or 3 days, so I can fix my PC
it's a bummer, but if participation is great enough in the meantime, I'll try another voicepost from my phone to not leave you hanging entirely in those few days
>>
>>4138214
>>reestablish contact
>>
>>4138214
>reestablish contact
I guess the kingdom comes first, but our sister could be a spark for another rebellion if we dont deal with her.
>>
>>4138214
>reestablish contact
>>
>>4138214
>>4138518
That's a good point
>visit sister
>>
>>4139809
If it does our population is at least trained and armed for such an event. We will not be betrayed unprepared anymore as the dynasty stands.
>>
>>4138727
>>4138518
>>4138406
>>4138298
>>4138239
Knowing that there is a village ready to be subjugated out there, you call upon your personal guard to escort you and your wife to her birthplace.
You don't know the way yourself, you've only ever walked it once before making your home there as a prince, your wife however knows the way, so she'll have to come with you. You're sure she'll be overjoyed to see her old home once more.
The journey takes you two days, but you receive quite the warm welcome from the villagers. These are perhaps the only morcantaz in the world who are happy to see you. You arrange a meeting with the village elder to talk about their incorporation into your kingdom. After a long and drawn-out conversation about YOUR allegiance to the village, a conclusion is finally reached. For these morcantaz to join the kingdom, they ask that you outlaw slavery. With several generations of bad experience with the practice, both as slaves and slavers, this village has come to despise the practice. While you yourself condone the practice to an extend, it's abolition would certainly bring you joy as well, the only issue is the general opinion of your people on the matter.

>rethink and come back later
>try to find a compromise
>abolish slavery
>>
as promised
Hiatus is over
and with an impending lockdown of my country in the next few days, you can expect me to be here nearly 24/7 for the duration of the corona panic
>>
>>4142655
>try to find a compromise
>>
>>4142655
>abolish slavery
did we even practice slavery to begin with? i don't think we are loosing anything be abolishning it.
>>
>>4142710
we did, but we didn't bother to bring any when we ran for our lives
>>
>>4142655
>abolish slavery
Have been stuck home due to quarantine since last week. Hope you dont get the plague
>>
>>4143061
don't worry anon, you'll survive unless you're a legit boomer
>>
>>4143064
Thankfully I am born well beyond 1964, I believe you too fine QM
>>
>>4143089
indeed
I just hope my players return eventually now that my PC is fixed
>>
>>4142655
>abolish slavery
>>
>>4142655
>abolish slavery
We need more loyal soldiers
>>
>>4142655

>abolish slavery

God knows how this'll turn out, but let's give it a shot. Hopefully it doesn't cause another rebellion.
>>
>>4143194
>>4143149
>>4143120
>>4143061
>>4142710
You promise the elder that once you return home, slavery in your realm will be no more.
With these words, you both go outside and the elder of the village proudly proclaims his allegiance to you and your kingdom. Though cheers are few and far between, there is a generally good mood about this proclamation, for once some morcantaz are on your side.
To honor their enthusiasm you take the liberty to call their settlement Ongiza - the good people. They don't know what that means, as they don't yet speak your tongue, but they take your word for it that it is a good name.
You stay with them for a few more days, for your wife's sake, before returning home to Aitlazaterp.
Once home, you grab a guzbene and etch several symbols into it that were not yet part of your record system. A human being with cuffs, followed by a human being and cuffs being separate next to a settlement.
With these symbols, you proclaim that slavery will no longer be permitted in your kingdom.
For slavery is the tool of the morcantaz (barbarians) as such the civilized must shun this practice.
Your people, who haven't had slaves in over a generation now, didn't really care either way, though they were for slavery, never having had any, they don't see the issue in abolition.
A few morcantaz in the capital voice their concern about this, but their peers dragged them away out of fear you might execute them.

With this, you have created the first ever written law.

Technology:
>Goverment - Charting
>Industry - Currency
Economy:
>City - Build palace (Capital)
>Country - Expand borders
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Private - Visit sister
Miscellaneous:
>Write-in
>>
>>4144225
>Priate - visit sister
>>
>>4143104
They should since you did warn them about it and how long it would be, the spark in activity could attract new players too.
>>
>>4144225
>Priate - visit sister
We should take care of this before it bite us in the ass
>>
>>4144225
>Private - Visit sister
>>
>>4144225
>Private - Visit sister
>>
>>4144275
>>4144274
>>4144251
>>4144231
After a few weeks of things calming down, you decide to take up contact with Izagori again. You're siblings, you're supposed to care for each other, even if you and her are like night and day. You figure, five years, bordering six, is too long of a time - even for you - to not talk to one another.
You take a trip to Morcantari where Ninian is held prisoner in his old home. Though you forbade it, your sister is still in there with him, keeping him well-fed and entertained.
You enter the house and are greeted by her resentful glare.
You sit down right in front of the exit and attempt to strike up a conversation, it's not going too well.
Her traitorous husband raises his voice in an attempt to speak.

>shut him up
>let him talk, for now
>pay him no mind
>>
>>4144317
>let him talk, for now
Would be rude in his own home, Izagori would also react poorly to him being shut up.
>>
>>4144322
you ARE the king however
and he IS a prisoner
>>
>>4144317
>>let him talk, for now
>>
>>4144327
Indeed, however establishing authority wont restore relations with an estranged sister
>>
>>4144317
>let him talk, for now
>>4144327
True, but we came here to make amends with our sister, so as long as he doesn't try anything funny, we can be respectful
>>
>>4144330
>>4144329
that's fair, I'm just offering you a more time-appropriate, royal perspective
>>
>>4144317
>let him talk, for now

We will let him talk, even if in the past more than talking he only wanted to kill and wound our people, spitting on the hard work of our father that even bless is marriage with our sister. A snake with no shame and pride, or right for call himself a man.
Before he continues give him a single and very clear warning : we will accept no insults, no screaming or either lies (be' it about us being a ruler that has done something bad to is people, our father rule and so on). Of course we expect him more to jump on us rather than talking.
>>
>>4144334
Would be rather awkward if he says that he is regretful of his actions, he had nearly 6 years to ponder on his life choices after all.
I would rather wait and see what exactly he has to say before we snap him with a speech.
>>
>>4144337
he's been a prisoner for like a month or two
Bendirigz has been king for 4 years
and kinda ran away for an entire year before that
>>
>>4144337

A king shouldn t have someone openly insult him and scream at him, and lie about is rule. All in front of him. At the very least recognize this, men respect each other if they want to talk. And he raised is voice when we were trying to talk to our sister.

Putting a warning isn t a speech (we wouldn t have say what i have write before or i would add, say this : "ecc ".

We would just give him the warning)
>>
>>4144349
Izagori clearly shows care for him, showing some leniency shows us as not being the authocratic ass they probably think we are. We would also face no public consequences due to this being in a private setting so I see no need to establish authority on a deposed chieftain and wife. Respect is earned mutually afterall.
>>
>>4144317

>let him talk, for now
>>
>>4144419
>>4144334
>>4144330
>>4144328
>>4144322
You quiet down and gesture your approval to find out what the traitor has to say.
Ninian insists that this kind of conflict is customary for his people, that he meant you no disrespect with his revolt.
You are not convinced and question this custom of his. He can bring up no good reason as to the purpose of this "custom". While he falls silent, you remind him of the oath he swore upon marriage. That your sister's hand would guarantee his loyalty to your realm. He pipes up, exclaiming that he was absolutely loyal. His insistence on being no traitor and your insistence on obedience, devolves into a senseless shouting match that, after what feels like an eternity, is brutally interrupted by your sister's outburst of violence against the both of you. She jabs her husband square in the jaw, and during your confusion, proceeds to do the same to you. She packs quite a punch for a woman, that's for sure.
Like a mother she belittles and lectures you two on etiquette and manners, daring to call you unmanly, infantile even.
Humiliated by your sister, you and Ninian proceed to talk out the issue of his rebellion like civilized people.
He tells you that it is customary for morcantaz to depose a tyrant in favor of a more benign ruler. This custom has supposedly carried countless villages from the brink of annihilation back to prosperity. They are an inherently freedom loving people, he says, who refuse to subjugate themselves to any greater realm. It is for the sake of his people that he took up arms against you, having been convinced by his contemporaries, that you have been corrupted.
Though you don't believe his story, it is plausible enough to accept it as truth for the time being. The main issue you see, is in figuring out who would call you tyrannical and why.
Either way with his innocence being a possibility and your relationship with Izagori being a concern, you decide to set him free against your better judgement.
He swears that he will continue to be unwaveringly loyal to the realm.

You return home, tired and with a chip on your shoulder.


Technology:
>Industry - Brick ovens
>Goverment - Charting
>Industry - Currency
Economy:
>City - Build palace (Capital)
>City - Introduce arize (Zoribaltha)
>City - Introduce arize (Morcantari)
>City - Introduce arize (Ongiza)
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Private - Fitness training
Miscellaneous:
>Write-in
>>
ah fuck I can't believe I misspelled a city name in an update
go ahead guys, infect me with kungflu, I deserve it
>>
>>4144490

Well that's worrying. If people are calling us tyrannical, building a palace probably isn't exactly the best of ideas to say the least. Instead, I say we go for brick ovens. As well as allowing us to bake things, they're an important step towards furnaces and developing proper independent metalworking instead of just importing bronze like we currently do.

>Industry - Brick ovens
>>
>>4144514
we already have furnaces, they're just bad
if we didn't, having brick wouldn't even be possible
brick is merely an upgrade in material
>>
File: Kungflu.png (68 KB, 397x283)
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68 KB PNG
>>4144491
Here you go QM
>Industry - Brick ovens
>>4144514
Agreed, building a palace should only be done after a great deed by the king. We should afterwards introduce bricks in the Morcantari settlement to show them the benefits of our rule. Its also nice to see that the Morcantaz have so far voluntairly been subjugated peacefully.
>>
>>4144522

Ah, I see. I stand by my decision anyhow.

>>4144525

Sounds like a fair idea to ingratiate ourselves with our subjects. After that I'd recommend dyes purely on the basis of the richer culture it provides, but that's in 3 turns so by the time that comes around our situation may well be different.
>>
>>4144536
Especially when the QM sees that we are planning out the next developments.
>>
>>4144514
His tribe has called us tyrannical, because they have always been divided in villages each led by a single chief. Our people don't see us as tyrannical at all. The fact that he calls himself loyal to the realm is either something he feels to oblige to our dead father or a lie. Probably the second, since he has no reason for his culture to remain under our realm, maybe out of respect for our father but then why did he declare a rebellion against us ? We may be a military man but we aren't really that bad as a ruler.
Either case this is a clear thing that the morcantaz aren't ready at all to be under us or to fully integrate with us, if they just rebel because we are too large as a realm. In fact it is a dangerous thing to keep integrating them, since this will cause problems for our successors if traditions of this type aren't adjusted first.
>>4144490
Misc
>Write-in
-Symbol

A symbol for our people. Something they can draw upon their houses, furs or carve in wood. Something that will be a point of pride, that represents us and in which we can recognize all our kin.
>>
>>4144490
>>Industry - Brick ovens
>>
>>4144490
>Industry - Brick ovens
>>
>>4144490
>Industry - Brick ovens
>>
>>4145063
>>4144593
>>4144568
>>4144525
>>4144514
Two years pass as you try to smooth over your relations with the morcantaz by simply not doing anything.
The men of Ongiza meanwhile have offered you their services as warriors in full-time employ. It would be rude not to accept such a generous offer. The entire village, because they're your friends and extended family, have effectively pledged themselves to you, a welcome change of pace from the other morcantaz.
During this time, the potter brothers in Aitlazaterp have significantly improved upon their furnaces, by rebuilding them out of arize.
When you visited them to inquire about this change, they tell you full of amazement, that these furnaces burn hotter than our old ones. In addition they also pose less of a fire-hazard as there are no more straw components nearby. You approve of this innovation, but ask what gave them the idea that they burn hotter.
They said they can feel the change of heat in the room, but if you would like, they can toss something in there that you would normally deem unburnable.
You take them up on their offer and toss a rock into the furnace. Waiting patiently with them for a few hours, you notice that the rock is gone, it vanished and left behind a dirty puddle of grey goo.
The potters are far more amazed at this than you are, this is even hotter than they thought. With this knowledge they shoo you out of their pottery, telling you that they have things to do.

Technology:
>Goverment - Charting
>Industry - Currency
Economy:
>City - Build palace (Capital)
>City - Introduce arize (Zoribaltha)
>City - Introduce arize (Morcantari)
>City - Introduce arize (Ongiza)
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Public - Great hunt
>Private - Fitness training
Miscellaneous:
>Write-in
>>
>>4145566
>>City - Introduce arize (Morcantari)
>>
oh fuck I'm retarded
I copypasted the typo again
>>
>>4145576
Fix it now then before I buy you another beer.
>>
>>4145577
good idea

it's Zoribalthari
>>
>>4145566
>City - Introduce arize (Zoribaltha)
>>
>>4145566
>City - Introduce arize (Zoribaltha)
>>
>>4145566
>>City - Introduce arize (Zoribaltha)
>>
Which settlement is Zoribalthari and Morcantari?
>>
>>4145720
Zoribalthari is on the east bank of the river
Morcantari is in a forest-clearing between the central river and the border river
>>
>>4145720
I'd show it to you on a map, but you don't have charting yet
>>
>>4145736
Well wich one does Ninian control?
>>
>>4145566

>City - Introduce arize (Zoribaltha)
>>
>>4145751
Morcantari, his home town
>>
>>4145777
>>4145648
>>4145633
>>4145629
In an effort to bring civilization to every corner of your realm, you decide it is best to start exporting arize from Aitlazaterp to the various villages of the kingdom. Beginning with Zoribalthari, the closest settlement to you, you erect a storage made entirely out of arize. The construction cost you an entire year, due to the still-slow production of arize in the capital. After all, there's only two people making these things and you need a lot of arize blocks for a single building.
Though this was nothing to write home about, it did significantly improve the quality of life for these few villagers, some of which morcantaz.

Technology:
>Goverment - Charting
>Industry - Currency
Economy:
>City - Build palace (Capital)
>City - Introduce arize (Morcantari)
>City - Introduce arize (Ongiza)
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Public - Great hunt
>Private - Fitness training
Miscellaneous:
>Write-in
>>
>>4145988

>Government - Charting

Given that our kingdom is beginning to expand, having a proper system of charting seems like it'll be getting all the more important. Best that we actually know our area after all.
>>
>>4145988
>>Write-in
Have more youngsters learn to make arize, pretty much repeat the same thing that was done with the woodworkers, this should help the supply problem to make the tech spread.
>>
>>4145988
Misc
>Write-in
-Symbol

A symbol for our people. Something they can draw upon their houses, furs or carve in wood. Something that will be a point of pride, that represents us and in which we can recognize all our kin.
>>
>>4145995
supporting this
>>
>>4145995
Supporting this too.

But make sure the younger workers are from our culture, not morcantaz. We want to retain this knowledge.
>>
>>4146111
Somehow I doubt pottery but in cubes will remain a secret forever.
>>
>>4146124
You are right, but we have no advantage in speeding it’s dissemination beyond our core people
>>
>>4146111
>>4146026
>>4145995
To combat the issue of arize production you think it best to have the potter brothers visit each village's local potter to teach them how to make arize. While you have your concerns about teaching the morcantaz how to make it, you remember that it was the primary reason they joined the kingdom to begin with. Without arize your father would have never been able to convince them of the benefits of civilization.
You load a cart full of clay and send it off together with the potters to share their knowledge.
In the coming weeks arize production tripled as every village's potter learns the craft of making arize blocks.
Though their quality is grossly inferior to those of the potter brothers the fact that every settlement is now capable of producing arize themselves, makes it's proliferation a whole lot easier.

Technology:
>Goverment - Charting
>Industry - Currency
Economy:
>City - Build palace (Capital)
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Public - Great hunt
>Private - Fitness training
Miscellaneous:
>Write-in
>>
>>4147043
>>Private - Fitness training
Damn, i need to sleep less
>>
>>4147109
nothing wrong with sleeping, anon
timezones are a thing, it's barely noon here
>>
>>4147110
It is noon for me too right now.
>>
>>4147043
>Misc
Develop the idea of private ‘land ownership’ - while we as King own all, others could hold land for us
>>
>>4147131
no offense anon, but how do you figure 800ish people develop leasing when they don't even have a concept of money?
>>
>>4147148
might as well do that then, I would say that we are big enough to do it anyways and it will help with trade.
>Industry - Currency
>>
>>4147043
Misc
>Write-In
-Primitive Calendary

Create a primitive calendar on a plank of wood. It will be divided in the 4 seasons : the season of cold, the season of life, the season of warm and the season of death. Asking the wisepeople, we will give each season is amount of time, this amount of time will be divided in every cycle of moon and sun. After a cycle of moon and sun, there will be another cycle of moon and sun. After every 4 season are finish, it will begin again as such we will need to sign that one year has pass.

We will sign on the calendar for our successors and our people two important sun and moon cycles, so that they will be remembered forever :
- One cycle choose will be the one in which the horse people arrived to slaughter us and destroy our kingdom,.
- The other cycle choose for importance will be the one of the foundation of our new home, by our father.
>>
>>4147043
>Industry - Currency
>>
>>4147167
Supporting
>>
>>4147043
>Goverment - Charting
Yes, hello. I would like to know where everything is before doing anything else?
>>
I love it when votes turn into clusterfucks
I'll check who won this one in a bit
>>
>>4147369
>>4147109
Fitness training

>>4147131
Private ownership

>>4147151
>>4147172
Currency

>>4147167
>>4147223
Calendary

>>4147234
Charting
>>
>>4147043

>Government - Charting

With the expansion of our kingdom, having a better idea of its actual geography seems like it'd be fairly important, to me at least.
>>
>3 way tie
boy time to bust out the ol tie breaker
>>
>>4147151
>>4147172
[this decision has been enacted due to tie-breaker rule]
For quite a long time you've observed people exchanging goods for other goods, and during these transactions you've always noticed that items made out of brontsay or just straight up lumps thereof seemed to have a higher and more consistent value to most people. A piece of brontsay would always get you a loaf of bread, whereas other times, people would demand the strangest things in return for some bread. Like one and a half pair of shoes. A poorly made carving of a bear. Or doing chores for the woman of the house. If everyone simply used brontsay, you figure, there would always be a way to gauge how much something is worth.
In a rare spark of inspiration, you decide to make brontsay pieces the main method of trade in your realm, the only issue is: how will people know what their brontsay is worth? You need to base it on something that people know, something they can intuitively compare it to, but what?

>write in
>ask some commoners
>ask the wisepeople
>>
>>4147558

>Ask some commoners

The commoners are the people who this will affect the most, and are the ones who have the most experience with these matters anyway. They'll probably be much better for this kind of information than the wise people.
>>
>>4147558
>Ask the commoners
>>4147594
pretty much what I was thinking of while away from the computer.
>>
>>4147558
>>ask some commoners
>>
>>4147558
>ask some commoners
>>
>>4147668
>>4147648
>>4147599
>>4147594
You decide to ask the common folk for help, you go around town and ask random people a simple question: how do you measure worth?
without fail, everyone tells you roughly the same thing: Bread.
Though a loaf of bread itself is hard to quantify so you consult the wisepeople and tell them of your project. How does one quantify bread?
A long and heated discussion ensues, until one of the wisepeople, who in his youth was a peasant, gives you a brilliant idea.
It takes at least about 300 spikes to make enough flour for a proper loaf of bread, he says.
Armed with this knowledge you return home and spend weeks trying to figure out a proper way to know the worth of brontsay, until it hits you.
You divide the 300 spikes into ten bundles of 30 each. You pluck the grains off a bundle and end up with a handful of grain.
This is your worth.
A handful - An Eskbet
Using a simple wooden scale you weigh out a piece of brontsay against an handful of grain.
Though it looks rough and ugly, you don't like that very much. You visit the Toolmaker and request him to turn this piece of brontsay into a proper square. He does it free of charge, it's just a single small piece of brontsay after all.
This little square, is your very first coin. The first Eskbet.
You plan on making more of these in years to come and distribute them among your people.

Technology:
>Goverment - Charting
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Public - Great hunt
Miscellaneous:
>Write-in
>>
>>4149152

>Government - Charting
>>
>>4149152
>Goverment - Charting
Let's see where we are.
>>
>>4149152
>>Goverment - Charting
>>
File: AncientMap(withtext).png (22 KB, 1464x905)
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22 KB PNG
>>4149173
>>4149163
>>4149162
Two years passed since you made your first Eskbet, and hundreds more followed. You're still a thousand short of distributing them among your populace.
Your sons Onizar and Kynbel have reached the ages of 8 and 6 respectively. Though they've been following you around on your daily duties for a while now, it's about time you start teaching them about the world.
They have some funny ideas in their little heads as to what you should do with all these Eskbets. Of course, you dismiss them, they're ridiculous, but you try not to be too harsh on the boys, they simply don't know better.
During your work, your wife comes to interrupt you and shows you a weird item that she's certain is an heirloom of your father.
A crude but colorful wood carving, featuring the symbols for River, Sea, Village and Forest.
Your children seem to know what this means, you humor them and listen to their thoughts.
Surprisingly, what they're saying makes a lot of sense to you, a record of sorts that shows us our surroundings. An idea hits you
You can make these, or rather have them made, in far better quality. That way everyone will know where is what in your ever-growing kingdom.
You summon a dozen people whom you know to be excellent scouts.
You give them a simple order, carve the borders of the Kingdom into guzbenes.
With that, they are off, not to be heard from for over a year.

Upon their return, they show you their results. They vary widely but all have the same general shape. Channeling the artistic prowess of your ancestors, put four guzbenes together to carve an approximate average of all the maps you've received from your scouts.
The result is this:
Though most of what's on here is unexplored, even inside your borders, it is still a good enough approximation of the reality of your claims.

Parenting:
>Teach charting (Kynbel)
>Teach minting (Onizar)

Technology:
>Government - Roads
Diplomacy:
>Peace - Explore internally (First Contact)
>War - Explore externally (Military Expedition)
Economy:
>Trade - Internal exchange
>Trade - Find new markets (Neutral Exploration)
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Public - Present map
Miscellaneous:
>Write-in
>>
>>4149311
Is Parenting a separate, simultaneous action from the others?
>>
>>4149311

Oh wow. That's a [i]lot[/i] of stuff to consider. Also, the area on that map is frustratingly familiar, but I just can't seem to put my finger on it.

>Government - Roads

It's a difficult choice, but this is what I'm going to go for. Roads are everything - they allow for safer and faster movement, which allows for trade, troop transport, etcetera. It'll unify our kingdom, and just about everything else we could do, from internal to external exploration, from internal to external trade, will be facilitated by roads.

So yeah, roads for the win.
>>
>>4149327
yes, as stated in the rules
>>
>>4149330
well anon, I wager you'd recognize it if it were more detailed
which it can't be right now, because it's 90% unexplored
>>
>>4149331
Alright, then I'll go for

>>4149311
>Teach charting (Kynbel)
and
>Government - Roads
>>
>>4149338

+1 in that case with regards to Kynbel.
>>
>>4149311
>Teach minting (Onizar)
he is the oldest one right? so he probably is gonna be our heir someday. I think we should prioritize his education for now. We can teach Kynbel in another time.
>Government - Roads
>>
>>4149461
Onizar is indeed the older child
>>
>>4149461

True to an extent I'd suppose, but as far as I'm aware primogeniture as a concept doesn't really exist yet, nor is it inevitable. In our case, we were our father's only son.

I could well be incorrect there though.
>>
>>4149311
>Teach minting (Onizar)
>Government - Roads
>>
>>4149311
>Teach minting (Onizar)

>Government - Roads
>>
>>4149311

>Teach minting (Onizar)

>Government - Roads


Could help trade and communication but it will not create unification. Thankfully our people have already a vague idea of what roads are thanks to a precedent ruler.
>>
>>4149924
>>4149518
>>4149461
>>4149345
>>4149338
>>4151225
With your realm expanding and your inability to keep it all under control, you need a way to keep rebellious morcantaz in line, while also accessing your troops in Ongiza. The solution is simple: Roads.
Some roads have already been built by your Father, mainly in and out of Aitlazanterp, but now the need for bigger and longer roads has emerged and it is evident to you, that to control the populace, you need roads.
Thankfully, after another two years of coin production, you've already begun distributing eskbets among the people of the capital.
During this time, you've taken your sons to the toolmaker to teach them how to make eskbets themselves. Though Kynbel has shown no interest in minting, Onizar did. The boy is a natural at handling metals it seems, in another life he would have been a great toolmaker.
With eskbets circulating for the first time and people warming up to the idea of a standardized currency, you've managed to convince quite a few people to abandon their current work temporarily, to realize your road projects, all in exchange for some eskbets.
These people have quickly come to understand the benefit of money and you feel like something may come out of them in the future.

Beginning in Aitlazanterp, a road consisting mainly of trampled dirt and small wetzuhai fences slowly snakes it's way toward Zoribalthari. It takes almost half a year to construct. Now, we're facing a whole new problem. We can't simply go around the river that separates Zoribalthari from Izagorininian.
Sure, we know how to build atop water, but building in moving water? that's a first for sure.

>consult the locals
>ask the workers for ideas
>just build away
>>
>>4151237

>Ask the workers for ideas

They're the ones who've had the most experience with building thus far, it only makes sense to ask them.
>>
>>4151240
yeah but alternatively
no one said the river is dangerous, so what's the harm in just continuing as before?

not to mention, if it WERE dangerous, the locals should know how to cross it safely, if not it was at least worth a shot
>>
>>4151237
>consult the locals
>>
>>4151243

That's actually a fairly good point. Consider my vote changed.

>Consult the locals
>>
>>4151237
>consult the locals
>>
>>4151237
Consult the locals and make point of the cooperation between morecanti and our people
>>
>>4151602
>>4151324
>>4151265
>>4151247
You figure the villagers around the river must know how to cross it, surely there's a passage way somewhere. You ask around Zoribalthari and sure enough the villagers tell you of a way to cross the river. You're pretty excited about this.
They lead you a good measure downstream where the river is narrower than at any other point. At that point, there seem to be several trees, just thrown into the river, they don't move but don't halt the river either. This is where they cross over to Izagorininian they say.
You go down there to find out how this is possible. As it turns out, at this little point, a few rocks under the surface are obstructing the river's flow and the trees are laid on top of them. You order the trees removed and order large wetzuhai like the ones we used to build the capital.
Upon their arrival, you have them doubly grounded, one side supported by the rocks, the other side just behind them. Then you have planks laid onto the top of the wetzuhai and bound together by twig-string.
With that, you have built a road just like those in the capital, across the river. You begin extending the road leading into Zoribalthari toward this bridge and press onward to Izagorininian.

>have it go straight to the village
>fork it toward morcantari
>>
>>4152996

>Fork it toward Morcantari
>>
>>4152996
>>4149311
>have it go straight to the village
>>
>>4152996
>have it go straight to the village
>>
>>4152996
>>have it go straight to the village
>>
>>4153126
>>4153119
>>4153108
You decide to prioritize direct access and continue the road on the planned path. You stay close to the riverbank as to avoid marshy ground like the area between Zoribalthari and the Capital. During the months of construction, the bridge collapses several times, despite the presence of the supportive rocks. In your attempts to make it collapse-proof you have learned some valuable lessons on the matter of construction.
As the road finally reaches Izagorininian you receive mixed reactions. The few kinsmen and loyal morcantaz present praise your efforts, but the still-seething morcantaz do their best to not react to your presence, both in fear of retribution and out of contempt toward your rule. Though you suspected it might happen, no sabotage took place during your stay there.
You set your sight toward Morcantari

>fork toward Ongiza
>go straight forward
>>
>>4153664
>fork toward Ongiza
>>
>>4153664
>fork toward Ongiza

Maybe we should also have a small bodyguard detail with us while out in the open like this
>>
>>4153664

>fork toward Ongiza
>>
>>4153664
>go straight forward
>>
>>4153664
Go straignt to where?
>>
>>4154099
morcantari
>>
>>4154344
>go straignt forward
Ah ok, seems that going to Morcantari and then to Ongiza would be more efficient
>>
>>4153886
>>4153691
>>4153684
You figure that easier access Ongiza will make it easier to quell rebellions in the future, so you have the road split in two, one half heading for Ongiza the other for Morcantari.
Though progress on both sides is extremely slow due to the split in the workforce and the marshy soil around Morcantari. You send out a messenger to your wife for her to guide the workers toward Ongiza. She obliges and arrives two days thereafter, together with Kynbel. Whom she brought along to learn a lesson or two from the workers.
It took an entire year to finish both roads, but it was a worthy endeavor.
Due to your extended business visit in Morcantari, you've come to notice that it too lies on a river, one that is significantly larger than the one you've bridged. This must naturally mean that this river also cuts off Ongiza from the rest of the kingdom, and depending on where your wife choses to go, might require another bridge. You haven't seen the results on her side yet, but you head over to make sure.
As you arrive you do find the river that likes leads to Morcantari, but to your surprise, there is no bridge. You remember this place, this is how you entered the vicinity of the village on each of your visits. It must be a natural crossing of sorts. For safety sake, you consult with the ongizaz and tell them of your plans to build a bridge where the crossing is. They're a bit skeptical, seeing as this crossing has lasted for generations and man-made things fall apart quite easily, but they trust in your judgement and help you with the construction.
Just a week later, the new bridge stands.

Diplomacy:
>Peace - Explore internally (First Contact)
>War - Explore externally (Military Expedition)
Economy:
>Trade - Internal exchange
>Trade - Find new markets (Neutral Exploration)
Culture:
>Art - Dyes
>Art - Burial masks
Roleplay:
>Public - Celebrate roads
Miscellaneous:
>Write-in

Sorry for not posting yesterday, I just forgot
>>
>>4155949

>Public - Celebrate roads

For the first time our kingdom is connected together as never before. Let's prove to our people our philanthropy, that we really aren't the tyrant they seem to consider us to be.
>>
>>4155949
>>Public - Celebrate roads
Any reason to celebrate is a good reason
>>
>>4155949
>Public - Celebrate roads

Let's get everyone together for a big party.
We can use it to help the towns get over their differences and introduce the kids to others their age. We don't want them getting married late in life like our sister and us.
>>
>>4155949
>Public - Celebrate roads
>>
>>4155949
>Public - Celebrate roads
>>
>>4156043
>>4156039
>>4156031
>>4156005
>>4155995
With the roads complete, you feel like it is time to celebrate this momentous occasion. Using the newly built roads, you send word of the planned festivities across your realm in record time and everyone is invited.
Though not everyone takes you up on the invitation, many have arrived that you would not have expected, chief among them Ninian, whose mere presence rouses the disloyal morcantaz against you.
You elect to ignore this figurative background noise and proceed with the celebrations.
Copious amounts of food, drink and music have been organized to make for the greatest festival the kingdom has yet seen. You yourself join in on the dancing with your wife and baffle the commoners who thought you a joyless stick in the mud.
Just for a day it seems like there's no troubles to worry about, only you, your wife and the soothing sound of bone ocarinas and drums.
The celebration lasts through the night and into the next morning. Full, hungover and exhausted, everyone slowly returns home, it was exhilarating.

Diplomacy:
>Peace - Explore internally (First Contact)
>War - Explore externally (Military Expedition)
Economy:
>Trade - Internal exchange
>Trade - Find new markets (Neutral Exploration)
Culture:
>Art - Dyes
>Art - Burial masks
Miscellaneous:
>Write-in
>>
>>4157107

>Peace - Explore internally (First Contact)

I think it's time we actually knew a bit about the land we claim as our kingdom. Who knows what we might discover?
>>
>>4157107
Exploring internally means all that green area, right?
>>
>>4157224
yes
>>
>>4157233
Alright.

>>4157107
>Peace - Explore internally (First Contact)
>>
>>4157107
>>Peace - Explore internally (First Contact)
>>
>>4157107
>Peace - Explore internally (First Contact)
>>
>>4157107
>Peace - Explore internally (First Contact)
>>
>>4157547
>>4157543
>>4157328
>>4157156
Still living in mostly unexplored territory, you find it high time to start not just the borders of your kingdom, but the interior as well. You know from the odd wanderer finding their way to the capital, that there are more morcantaz villages that you must uncover and bring into your fold.
You assign warriors of ongiza to several wisepeople who you order to seek out these morcantaz and convince them of the benefits of your civilization. If no resolution can be reached, they are to return without offending them.
You're sure that your reputation among your disloyal subjects has seeped into the surrounding populations, this mission is a sign of goodwill toward them.

With this, your envoys, lead by scouts, are heading out into the unknown, not to be heard from for several years.

Economy:
>Trade - Internal exchange
Culture:
>Art - Dyes
>Art - Burial masks
Miscellaneous:
>Write-in
>>
>>4158128
>Trade - Internal exchange
>>
>>4158128
>Trade - Internal exchange
Having this could increase our prosperity further convincing others to join us.
By the way, are the Morcantaz based on a real culture and which one? The best guess I have is the bell beakers
>>
>>4158128

>Trade - Internal exchange

Let's try further tying our kingdom together.
>>
>>4158166
though it's a bit early, they will become the celts
and they're all over europe already
>>
>>4158128
>>Trade - Internal exchange
>>
>>4158128
>Trade - Internal exchange
>>
>>4158282
>>4158273
>>4158169
>>4158166
>>4158151
With the completion of the roads, trade between the villages becomes possible. Though it was practiced before, it was on a much smaller scale than what is possible now. You encourage trade by selling off some of your personal wine reserves to the morcantaz outside the capital, who've never heard of this kind of booze before. The demand is high and you turn quite a bit of profit, although not in actual Eskbets, as those have yet to reach beyond the central river. Using your newfound wealth, you begin introducing Eskbets into the local economies of Morcantari and Izagorininian, hoping to facilitate further trade.
Though they're skeptical of your actions, they do seem to grasp the benefits thereof. Five years of gruesome minting work and diplomacy with your own subjects, a trade network is starting to emerge within your kingdom.

During this time your son Onizar has reached the age of 16, which makes him officially a Prince to the kingdom. You hold a large celebration in his honor and sternly remind him of the duties of being a king, as you feel like he's ignoring half of what you say all the time.
The boy is certainly a jolly fellow, too much so for your liking.

The next day after your son's coming of age celebration, a messenger arrives at your door telling you of the impending return of your envoys. You impatiently await their arrival.
A week later, all envoys have found themselves gathered in your house, along with a few new faces.
The envoys tell you of sparsely populated landscape. Though settlements are plenty, most consist of single couples or families and appear very recent. When asked where they came from, the vast majority supposedly followed a gargantuan river until they ended up here.
The people before you are the leaders of larger settlements, none are the size of even Zoribalthari, the smallest village in your realm.
You observe them for a moment before allowing them to sit down. They begin to chatter among themselves, planning on how to communicate with you, unaware of your grasp of their tongue. You let them continue unhindered until they reached a resolution.
You invite them to proceed, in their language, a move that went unnoticed for a moment, before they realized what just happened. They inquire about your ability. In a show of splendor you make them believe that you acquired this knowledge from merely observing them just now. Humbled by your power, they get straight to the point. They've come to subjugate themselves to the Boggdonyoi. That's an alien term to you, and you ask it's meaning. It refers to you, your people they say, are known as the Boggdonyoi by those who come downstream.
It appears somehow, your kingdom has quite a reputation among the morcantaz.
You take the opportunity to learn more about this.
As it looks like, your father has left quite an impression on the morcantaz, enough so that it has made the morcantaz as a whole, aware of your existence.
CUT
>>
>>4160297
CONT
To what extend this awareness is affecting their opinion of and your people, or what they think of your kingdom, is something you cannot determine from your exchange alone.
Running out of conversation topics, you return to their self-proposed subjugation and ask why.
Having been informed by your envoys that they live in lands that you claim as your own, and not having the capacity or will to fight you for their sovereignty, they chose the path of least resistance, hoping for mercy.
Their choice of words hints at your false reputation having spread beyond the confines of the villages, but you chose to use it to your advantage for once. You accept their subjugation and are willing to concede a degree of autonomy to them. In exchange for your mercy however, you demand of them a tribute of warriors, once every generation.
That is a price they're more than willing to pay to escape your wrath.
With this, the interior of your kingdom has been, for the most part explored. Though some places are still untouched, future maps of it should have no blank spots left.

Technology:
>Government - Early writing
>Government - Simple logistics
Religion:
>Faith - Convert outward [Continue]
Culture:
>Art - Dyes
>Legacy - Name settlements
>Society - Diffusion
Miscellaneous:
>Write-in
>>
>>4160335

>Government - Simple logistics

With the amount of people we rule over increasing as our kingdom becomes an ever more complex affair, this seems like it ought to be fairly important in order to maintain some form of order.
>>
>>4160335
Where did the burial masks go?

>Government - Early writing
A better method of recording.
>>
>>4160357
taken out of circulation
nothing more than a passing fad in your population, unless taken as a decision
not the first time I do this either
>>
>>4160335
>>Government - Simple logistics
>>
>>4160335
>Government - Simple logistics
>>
>>4160335
>Art - Dyes
>>
>>4160335
What do you mean with defussion?
>>
>>4161047
cultural diffusion
>>
>>4160335
>Government - Simple logistics
>>
>>4160347
>>4160411
>>4160509
>>4161838
Managing an increasingly large realm that's mostly, but not entirely, connected by roads, is start to pose a unique new problem to you and your ability to govern.
More information than ever before reaches your home and you're faced with a far greater amount of petty disputes to settle, more people going in and out of the capital and in general, the speed of life seems to have increased.
With these new challenges, you find it difficult to rule as you previously had, you need a solution. You could rely on the support of the wisepeople like generations of kings before you, but giving them too much power could lead to another rebellion down the line. You're conflicted as to what you're supposed to do.
You decide that the fastest solution is to simply hire new wisepeople from the populace, who will help you managing the daily affairs of state.
Finding these new wisepeople however is hard, as you have no idea what kind of criteria you're even looking for. What is it that wisepeople normally do that makes them so helpful?

>knowledge
>meticulousness
>loyalty
>>
new thread coming up tomorrow, starting with the end of this event chain
>>
>>4161886

>Meticulousness

Seems the most useful for proper organisation. Loyalty is no guarantee of competence, and whilst knowledge is most certainly useful, ultimately it is meticulousness that matters most when it comes to logistics.
>>
>>4161886
>meticulousness
>>
>>4161886
>meticulousness
>>
>>4161886
>>meticulousness
Lets just say they are more specialized wisemen compared to the rest.
>>
>>4161886
>meticulousness
Loyalty can be won over
>>
>>4162473
>>4161998
>>4161953
>>4161908
New thread is up
>>4165318



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