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File: Border Princes.jpg (2.54 MB, 2338x1500)
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The Border Princes are one of the most chaotic and yet, one of the most profitable territories in the Old World. A prince can be someone who rules over a village not numbering more than 20 people, yet at the same time he can be someone who controls vast cities whose income can rival that of the great cities of the Empire. A prince can be overthrown one week, only to retake his position the very next. The area of Border Princes connects the Old World's numerous trade routes, which means that a valiant Imperial Knight, an exile from Araby, a daring Norscan who has the sheer gall to do so, can become a wealthy and powerful man indeed.

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

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

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

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

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

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

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

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

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

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

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

>9 Daughter
>8 Son

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

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

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


Tilea

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


Estalia

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

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

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

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

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

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

As always, please link your replies to this post.
>>
>>4958975
>Decline his offer, but request funding (+1 wealth)
>Request trade contacts so we can establish a trade route when settle somewhere
>>
>>4958975
>>Decline his offer, but request funding (+1 wealth)
>>
>>4958975
>>Decline his offer, but request funding (+1 wealth)
>>(Write in?)
Still offer him our friendship, and promise to repay it later. And thank him regardless (he still fed us and all)
>>
>>4958975
Supporting this >>4959003
and >>4958990
>>
>>4958990
>>4959003
+1
>>
File: strongbox with gems.jpg (97 KB, 850x850)
97 KB
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You tell the messenger to send your thanks to Lord Rudel, and inform him that rather than serving in his retinue, you’d rather take out a small loan to fund you in establishing your own fiefdom, you also declare your friendly intentions and a desire to form a trade treaty with his princedom and your future territories.
The messenger takes all this in stride, clearly having expected your response as he presents you with a small strongbox laden with gems and best wishes with your endeavors. (+1 Wealth) (Now at 0).
With your monetary situation at least temporarily stable you can now consider your future actions.

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

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

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

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

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

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

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

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

>Accept
>Decline
>Negotiate a better deal

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

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

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

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

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

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

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

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

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

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

>>4960209
>>
Rolled 64 (1d100)

>>4960209
>>
Rolled 5 (1d100)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Two rolls again, first for crossbows, then pikes.

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

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

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

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

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

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

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

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

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

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

>>4961518
>>
Rolled 51 (1d100)

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

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

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

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

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

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

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

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

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

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

Though...

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

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

>>4961653
Looting!

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

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

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

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

Lets not wander blindly and risk stumbling upon an army.

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

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

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

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

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

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

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

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

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

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

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

May as well get something out of this.

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

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

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

>>4963066
>>
Rolled 46 (1d100)

>>4963066
>>
Rolled 5 (1d100)

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

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

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

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

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

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

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

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

For talking and possible taking of prisoners.

>>4963455
>>4963920

For killing the infantry

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

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

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

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

>>4963952
>>
Rolled 1 (1d100)

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

>>4963952

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Cut and run

>>4964068
>>4964308

Accept terms and keep arms

>>4964315

Stand your ground


Okay, tactical withdrawal it is.

If you take prisoners with you

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

If you do not take prisoners

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

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

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

>>4964927
>>
Rolled 25 (1d100)

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

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

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

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

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

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

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

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

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

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

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

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

>Decline the offer and depart from here.

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

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

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

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

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

Stay and fight

>>4965925

Move and fight

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

>Now then, how should you deploy your troops ?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Your hidden troops are at the ready.

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

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

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

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

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

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

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

>>4968459
Supporting. The heavy cavalry will be hard to fend off without the help of the footmen.
>>
File: 1629560827569 edit2.png (79 KB, 821x643)
79 KB
79 KB PNG
>>4968477
Wait, why? Didn't you say they could maneuver in the deep woods easily? And in my plan image, our forces are already partially up the hill and in the woods already, their meeting point on the road should be surrounded by forest even on the side of the enemy. So there should be enough space on the flanks for the footmen to fit and still flank the enemy. I'm sure the cav can reach them but they should still have to go uphill into the woods to find the footmen and fight them in bad terrain surely.
>>
>>4968591
Yea, your light footmen can manouver entirely unopposed in the woods, but the enemy is on the road, so when your footmen attack, they too will have to fight on the road, at least partially, unless you are able to provoke and draw the heavy infantry into the woods where they will suffer massive terrain penalties, and the cav will be able to do fuck all other than scream for the heavies to get their asses back on the road. And if you do the hit-and-run tactic, most likely the enemy cav will not risk suicide to try and get you, the heavies themselves will be slowed down having to fight off a flanking attack, even if it last only for a moment, which means that your pikemen will have more time to damage the enemy unit currently engaged.
>>
>>4968597
Sure, I understand what you mean now, I thought that the width of the enemy engage with us was sufficiently wide that some of them were in the forest already, so I thought our flanking attack would hit the men that hypothetically would already be in the woods.

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

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

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

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

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

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

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

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

>Finish them off

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

>Try to shoot the charging heavy infantry

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

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

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

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

Melee shooting (don't roll low)

>>4970011
>>4970040

Shoot approaching troops

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

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

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

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

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

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

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

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

>Pursue the routing enemy with your pikes and crossbowmen ?

>Just fire upon the routing enemy ?

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

>Charge the routing foe

>Charge the formation

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

>Pursue the routing enemy with your pikes and crossbowmen

>Charge the routing foe

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

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

Light infantry ambush
1d100

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Allow retreat

>>4972122

Sally out

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Help the wounded and after a day march towards the castillo

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

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

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

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

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

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

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

>(Write in?)

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

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

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

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

“…have you heard from baron Tristano ?”

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

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

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

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

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

>Flaviana Scalise

>Ornella Messore

>Prisca Bombara

>(Write in?)

Your response ?

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

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

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

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

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

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

Saved your men

>>4974138
>>4974184

Assisted your men

>>4974166

Mass fucking

Name is Flaviana Messore


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

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

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

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

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

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

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

>(Write in?)

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

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

Items:
Black super-heavy greatsword

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

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

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

Meet up with powerful locals

>>4976228
>>4976357

Recruitment drive

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

>>4976926
>>
Rolled 53 (1d100)

>>4976926
>>
Rolled 9 (1d100)

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

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

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

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

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

>AVAILABE RECRUITS

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

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

>MERCHANT OFFERS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

>Get influence

>Get population

>Look for champion and physician

Give me 2d100 for the search, best of 3

And your current stats will look like this

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

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

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

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

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

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

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

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

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

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

>A grizzled veteran archer
>A Hedge-Knight

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

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

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

Knight

>>4978632

Young spearman

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

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

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

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

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

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

>Accept the deal

>Decline the deal

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

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

>>4979498
>Supporting 1 wealth for sub 300 engagements.
>>
>>4979484
>>Decline the deal
Our destiny lies deeper into the the Borderlands, onwards
>>
>>4979484
>>Decline the deal
>>
>>4979484
>Decline the deal
No need to start cementing enemies and allies when we don't have a reliably safe location to setup a base for our population and troops, cant have them sleeping in abandoned homes every night
>>
>>4979484
>>Decline the deal
Thank them though, it s important.
>>
I think we should politely decline. I also think we should hire on a naturalist, like Green or Amber Wizard or Ranger type of some sort, to scope out the native wildlife of the area so as to know where the best hunting places are, where to avoid in case of hostile humanoids like Greenskins and Beastmen, and where truly monstrous beasts are for trophy hunting.
>>
File: Border Princes - Movement.jpg (1.45 MB, 2336x1500)
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1.45 MB JPG
>>4979498
>>4979504

Negotiate

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

Decline

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

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

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

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

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

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

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

Any first settlement we establish or take, will need some basic naval defense like patrol boats before we expand in the future.
>>
>>4980249
>>>You think moving West is the best option. Deeper into the woods and hills, dangerous places, overrun by beastmen, but resource rich, if you think you can last cutting the woods down.
>>
>>4980249
>You could head East, moving alongside the coast, the way through there should be easier for your populace, you can also fish along the way, ensuring that all the new mouths you have to feed are fed. Still, the danger of buccaneers will be persistent.
>>
File: Border Princes Settling.jpg (1.45 MB, 2338x1500)
1.45 MB
1.45 MB JPG
>>4980259
>>4980285
>>4980310
>>4980333
>>4980414

East

>>4980358
>>4980312

West

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

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

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

>Seize lands ( O )

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

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

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

X2

>>4980463
>>4980571
>>4980582

X1

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

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

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

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

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

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

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

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

Also here is the last roll so we can get on with it.
>>
>>4981375
Thank you, I am writing now
>>
File: Settlement location.png (7 KB, 821x643)
7 KB
7 KB PNG
>>4981278
>>4981379

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

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

>settle here

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

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

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

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

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

Move to X3

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

Settle here

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

>Continue on this project

>Concentrate on the next

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

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

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

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

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

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

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

Okay, searching for an engineer.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Unfortunately no.

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

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

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

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

Once the response arrives what do you do

>Leave them be

>find a compromise(write in)

>Allow their fears to manifest true and conquer them.

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

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

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

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

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

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

>>4985041
>>
Rolled 45 (1d100)

>>4985041
>>
Rolled 52 (1d100)

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

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

>>4985082

They have not seen any, no.

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

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

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

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

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

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

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

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

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

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

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

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

Accepting the deal it is.

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Constitution/Bill of Rights (Y/N) ?

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

People have agreed on a granary.

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

And finally, spend influence for more people.


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

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

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

>Bill of rights
Yes.

>Land
Sure, something like that.

>Influence spend
Yes.

>Political system
I'd rather not have a half-assed monarchy, if we want unilateral decision making power we should just go for that and try to switch to democracy later. That way we can set up a firm foundation and then give the people their ability to decide their own fate later on after we've established a working state, a unique culture has appeared to rally behind, and hopefully people aren't gone crazy on weird ideas or populism.
>>
>>4985381
I agree with everything said here.
>>
>>4985369
>support
Don't forget we live in a land called the border princes, if we start acting hostile toward nobility as a whole we will have a hard time with trade and other factors with our neighbors
>>
>>4985447
I mean, we arguably aren't deciding on a hostile foreign policy to other monarchs or nobles, just saying that there are no nobles in our land. Besides, just because the land is called the border princes doesn't mean that there is an extensive hierarchy of middle-ranking nobles in every territory, in some there could hypothetically just be a Prince or Princess ruling a principality and then no other nobles in between in the hierarchy.
>>
>>4985364
>Nobility (Y/N)
Yes. Influential people and loyal service needs to be rewarded. They will also help us rule. It doesn't mean that the nobility will powerful, just that a certain amount of service will grant you privileges.
>Constitution/Bill of Rights (Y/N)
Y. Freedom of religion, barring chaos worship, will get us a lot of refugees
>Land
Y
>>
>>4985364
>Nobility
Y. But limit their power. For now, most power should remain with us as princess.
>Constitution
Y. To keep the people happy and attract more.
>The rest
Y
>>
>>4985487
Barring Chaos and Nagash, right?
>>
With some form of monarchy decided, we should start thinking of what titles we want to use and names for our institutions, settlement and princedom.
>>
we'll also need to foster good relation with the empire and the dwarfs, powerfull allies that may need an outside influence to help afte all no one likes night goblins, even chaos and other night goblins
>>
>>4985502
also, right to bear arms?
>>
>>4985522
that goes without saying, chaos and manlet von carstein (an uncountable amount of curses be upon him) attract nothing but trouble (fuck manlet von carstein, chad von carstein is best von carstein)
>>
>>4985650
Don' think it would be necessary. Most people in these times own some kind of weapon without needing permits, especially in a world as dangerous as Warhammer.
>>
>>4985648
WRONG https://www.google.com/amp/s/graemedavis.wordpress.com/2020/07/18/zygor-snake-arms-another-old-citadel-miniature/amp/
>>
>>4985381
>>4985400

Anti-nobility

>>4985369
>>4985447
>>4985487
>>4985502

Pro-nobility

Alright, the answer is pretty clear.

It is also clear that you guys are for the idea of a bill of rights.

>>4986038

I would like to point you to a nation known as Brettonia.


Since you guys are fine with nobility, and you wish to establish what is more or less a parliamentary monarchy. This raises the question of what rights and powers said nobles will have. Something like, they can levy their own troops, they can collect taxes in their territories, etc.

As for the bill of rights, what rights do you want to include ?

The Bill of Rights can be amended later, though only through parliament.
Next is the Bill of Lords (The privileges and duties nobles will have)
Will you have the parliament composed of both nobles and commoners, as two separate institutions, or only favour one with parliamentary powers ?
And finally, what is the extent of your powers as the monarch ?


If you guys want to, I can skip all of this if you find it boring and just TL;DR if you don't want to go into autistic detail like me, I will outline a simple one with things that I think should be in there and you guys can decide on that.
>>
>>4986733
I'd say make it so Noboes and Commoners are all equal, but Nobles, while they do get perks, also have duties and can be judged by a collection of the people for corruption.
>>
>>4986733
Giving nobles the power to tax separately and raise armies sounds like a great way to go backwards in history and is odd to have considering how small our current holdings are. Still, if we are gonna do this we may as well give them responsibilities, so I guess they can have the power to raise a (small) number of household troops, perhaps a company or three each maximum and the power to tax their own domains if we are going with a feudal kingdom as long as it is clear that the tax must make it's way back up to us so we will be having consistent moderate taxes on them to make up for not receiving taxes from the commoners in their domain directly.

Otherwise the nobles can have the right to choose their own bailiffs to enforce local bylaws and provincial laws though we'll have our own central law enforcement that will supercede them for when they get ultra corrupt.

Maybe some legal privileges, but I'm too lazy to look up the legal privileges nobles actually had historically, though I had it written down somewhere on my computer. I didn't want nobles to begin with and if we did go with them I'd want them to have weakened powers as in the early-modern period, but whatever.

Two separate institutions one commoner, one noble, have them balance each other out.

Nobles have the responsibility to provide advice to the monarch, provide troops when called upon in war, look after the well-being of those in their employ or under their domain, provide a shining moral example to their lessers, to improve the infrastructure in their own realm and educate the populace, blah blah noblesse oblige, etc.

Bill of rights, freedom of religion excluding chaos worship, or worshiping vampires, beastmen idols, or other such similar obvious things. Right to bear arms. No citizen can be a slave. Freedom of speech with the exceptions of speech in favour of chaos, beastmen, orks, vampires, etc. Other typical Magna Carta, Bill of rights-esque stuff.

Monarch rights, we own 25% of the land, we hold the executive, unilateral power to declare and end wars, (though parliament has the ability to contest continuing to use noble armies if we exceed our stated objectives or to levy war taxes for the same) the right to receive taxes from our nobles and provinces and people in our domain as we are the state, emergency powers for emergencies such as (defensive) war or natural disaster that let us levy more manpower and receive exemptions from what would normally be overreaches of our legal power though with a limit of 120 days, the ability to propose laws and be the final stamp of approval on new ones that go through parliament, (has to receive parliaments simple majority approval too though) the right to expropriate land or property for certain essential infrastructure projects though the land/property owner must receive some sort of compensation, probably some other typical historical monarch stuff, not as restricted as early-modern parliamentary monarchs but not a tyrant.
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>>4986751
Once you guys decide on the details, I will write out the proper documents, since I am autistic like that. I hope you guys have fun making a new state and experimenting so wildly with your rule, hopefully in doesn't collapse due to cultural incompatibility.
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>>4986751
What about laws on Mutants? Not all mutants are a result of worship of the Ruinous Powers, and sometimes they go in search of Shallyan institutions to attempt to be healed of their mutations. Should we give them the benefit of the doubt like The Emperor did in 40K by putting them in separate ghettos or Sigmar does with purifying them with magic in Age of Sigmar, or are we going full witch hunter?
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>>4986771
I say this because I can only imagine the pain a mother would have to go through, either having to kill their newborn if it showed signs of mutation, give it to the witch hunters to do so, or leaving it to be taken in by Beastmen and thus assuring its damnation by raising in Chaos worship.
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>>4986733
And, yes, QM, I personally find this all a bit too much and a tad boring. Not because I'm actually disinterested in this legal-political stuff or historical political structures, but just because I was kinda hoping for a light tactics/management quest which tend to go easier when the players play as an absolute ruler capable of making unilateral decisions. In similar way to how I find the currently running Imperial Remnant SW quest to have its greatest strengths in it's battles I think this quest so far based off what you've written to have its greatest strengths in it's battles and light management elements.

There simply isn't enough constant great quality writing and characterization of sufficient length to make me invested enough to care about all the minutia that may subtly affect future decisions involving all the complex aspects of our legal system and power structure or whatever.

That isn't to say your writing is bad, I actually think it is quite good and succinct, it just isn't excellent, nor is it given sufficient length and voice to really warrant going in depth on all these details. If our character had a obvious motivation and desires and impulses of her own to follow aside from being our sockpuppet that could guide us and we were given a picture of the grand narrative and where we fit into it and how we could be important and relevant to this hypothetical story then I would care a lot more about these minute political details of our would-be polity and how they could frustrate and limit us but also how paint an image of how our character views her ideal country made in her image could be. As is, all this detail is simply making the quest a heavier management quest than I personally view as ideal with not a lot of the benefits that I could imagine coming with all this detail.

Don't take this too harshly though, these are just my individual thoughts and I'm just one anon, your quest is good and you update consistently, so don't worry too much.
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>>4986771
Listen, I don't know shit about Warhammer Fantasy or 40K, so I'll leave the specific fantasy details to others. I was just writing some general stuff not a comprehensive thesis.

Mutants are fine in my book as long as their mutations don't cause them to infect others or make them act malicious. Ideally we'd develop a culture encouraging them to be integrated into society without becoming evil chaos worshipers or exiles forced into running with beastmen, maybe a state-sponsored institution to help take care of them and spread knowledge of them too, I dunno.
>>
This may have been a little less troublesome for me if these issues were introduced gradually and we could decide how our character feels about these things as they become relevant, we are just starting out after all.

As is we seem to being asked to discuss and vote on our ideal country and all it's essential laws and institutional structures and it's constitution all at once, which is a bit much considering your player base consists of a halfling-obsessed coomer-anon and a bunch of people who mostly just vote on the prompts you give and add at most 1-3 lines of discussion most of the time. No offense meant to anyone, of course.
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>>4986733
I'm not autistic enough for those details so I'll say in broad strokes. Nobles get certain privileges, like not having to wait long for an audience with the ruler or advisor. Anyone can be ennobled with good loyal service or a heavy payment to the state, and it can be revoked by commiting major crimes.

Parliament consists of both noble and civilian representatives. They have the power to counsel and propose things. The ruler/princess has full veto powers and levies taxation at her own pleasure.

Bill of Rights still prohibits worship of malevolent deities. I wouldn't go full historical Bill of Rights yet, stick closer to the Magna Carta.

The monarch levies all taxes, has veto over parliament, owns all lands not granted to anyone yet. A Royal Army that answers only to the sovereign will be raised from the people. The matter of succession is wholly decided by the ruling monarch. Although the firstborn child is preferred, they can designate anyone from the royal family as heir. The royal family is defined as everyone descended from us and lives in the Princedom.
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>>4986771
Burn them all.

>>4986796
>a halfling-obsessed coomer-anon
who also spends more time commenting than voting lol
>>
But yeah, light hearted barbs aside, these are things that should be figured out as things go. I'm quite sure that the intricacies of parliament and such won't matter much until we control much larger territory and people.
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>>4986803
>should be figured out as we go
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>>4986798
lol true.

>>4986803
Agreed, right now even if we absorbed the other fishing villages we'd still only control the population or territory that could historically have been owned and controlled under a single feudal lord, there is no need for a sprawling bureaucracy and an Upper and Lower House of Parliament and all this other stuff.

If the QM is interested in this sort of stuff then they can just take our suggestions so far as a broad strokes blueprint for what we'd sort-of like later on when it is needed.
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>>4986810
The idea is that this is for the future, as it stands right now, you are pretty much an absolute monarch, your will is law. With this out of the way, once you grow fully in power you'll be able to just implement it, since you had this prepared.

That is why I suggested the TL;DR
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>>4986789
I like this idea.
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>>4986819
Sure, I get'cha. Maybe just wait for a few more people to weigh in and take the most popular/detailed plans as a broadstrokes blueprint and just go ahead onto the next thing.

I simply don't think we have enough activity/discussion to be able to have a proper back and forth between all the interested anons and then all agree on a detailed plan, it isn't even anything to do with your current voter base so much as the fact that the glory days of intense discussion between active anons in a short period of time in quests is sort of long gone except among established QMs or the occasional stand-out quest, asking for us to agree on specific details beyond yes or no to something is in my opinion a bit much.
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>>4986820
It'd be ideal, but this is Warhammer, so this will backfire for sure and get us in trouble because our populace is probably so (rightfully) superstitious and backwards braindead that we'll probably have to end up crushing half a dozen rebellions before the decade is out for being a "mutant-lover" or something. The grimderp is inevitable. Still, lets try and do the best we can and avoid indulging in the Warhammer's populaces more self-destructive tendencies.
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>>4986822

That's what I'm doing.

Also, you guys will get plenty of battles after you are done with this. So I hope you'll like it.

And the reason why the ch are a bit dry, gotta admit, first time doing this, and I wanted to concentrate on battles rather than characters, this thing is an experiment to see what works and doesn't, I already have another idea, inspired by the quests of Marcher Lord, Remnant Captain, and Dark Empire. I'll try to develop characters the best I can in that one, whilst providing battles...though the paint is going to be painful.

And as far as this quest is concerned, I will probably run it till you guys become a regional power on the level of Myrmidens, unless of course many anons will want to continue it.
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>>4986836
Sure, I kinda repeated myself unnecessarily.

It's good that you have an end point in mind, that way you won't get burnt out as the quest drags on forever. I've seen it happen to a few QMs who had the drive and put in the effort to make a longform quest but didn't know how to end it.
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>>4986733
>As for the bill of rights, what rights do you want to include ?
Mainly laws that permit commoners to not be mistreated or abused by nobility and be on the same level of others, when judged in a tribunal for a crime. A right to bear arms for protect themselves. No citizen can be a slave. Freedom of speech with an exception on heretics of all kinds, those get the blade and torch. Other religions will be tolerated and allowed to exist, though a additional small tax will be put on them. Myrmidia instead will be promoted across the state.

>Next is the Bill of Lords (The privileges and duties nobles will have)
Can have a small elite force of soldiers as well knights (no levies), can tax with the exception that tax collectors from the state that will directly answer us and will collect those taxes (the tax collected will then be divide, between the lord and the state).
For duties they must protect the land and the people in it, be trained and ready for the call to war, kill and burn heretics and ensure that their lands prospers. And they cannot declare war one on the other.

>Will you have the parliament composed of both nobles and commoners, as two separate institutions, or only favour one with parliamentary powers ?
Made of both commoners and nobles.

>And finally, what is the extent of your powers as the monarch ?
Power to revoke titles and lands, Break stalemates for laws, Commander of all armies and calling levies, power to declare and end wars
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>>4986829
True. But it seems pointless to murder a loyal soldier who was fighting a Mutalith Vortex Beast in a company, because when he's one of the few survivors, the dying beast's death-screams turn his skin blue with yellow polka-dots.
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>>4986859
Of course, I agree.
>>
Okay, a decent amount of time passed, I will be moving on to something hopefully more fun. Writing.
>>
As you ponder over the future necessity of future government, you do not wish to be caught flat-footed, you have seen what happens in battle when that occurs. The messenger of Prince Pyotr Randova returns, this time with loaded wagons at his back and an escort of around 200 heavy infantrymen, whose armour's good quality shines through, even though they are covered in old dried blood, bent and broken plate, leather straps clearly cut, some chestplates caved in from heavy blows, their leggings, that should shine in the day’s sun, are caked in both dried and fresh mud, with the steel armour as a whole losing it's metalic shine, being covered in a layer of dust, making the men look like specters from days of yore. You see half broken and battered shields still held high and with confidence. Naked blades, still dripping with the sanguine fluid of life. The men appear to be exhausted, with bags under their eyes, despite all of this, they still stand ram rod straight, keeping proper formation, ignoring whatever injuries they have sustained, determined expressions visible on their faces, their banners, depicting a blue bear on a white background are held aloft defiantly fluttering in the wind.

“Ah, my Lady, these are the supplies promised by my Lord, I do hope you will find good use for them (+1 Military).” The man says with a wary smile. “Now then, my Lord also expressed the need for your assistance in the upcoming campaign as soon as possible, the way towards your territory has become, ever so slightly precarious as of late. On our journey here, we had encountered no less than three separate warbands of orks on the plains, and also 2 warbands of beastmen hiding in the forests. Which brings me to another matter of import, it seems the fastest route to your lands cuts straight through some deeper woods, about four days march from your territory, and three from my lord’s. I would personally suggest that we make best time we can to meet my Lord as soon as possible, for he has already prepared for the preliminary campaign towards the woods, if we could join our forces, I have no doubt that this ambitious project will be done in no time ! We, of course, shall march alongside you, my lady.”

>Very well, rest your men, we are setting out immediately, with full force.

>Very well, rest your men, we are setting out immediately, though I have to leave a garrison (What?).

>I think we should wait, there are some unresolved issues that need to be solved before I can depart.

>(Write in?)
>>
Phew, let's get into something more action packed, eh ?

No more politicking for a good while, no more writing of legal documents.
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>>4987153
Wall status and how they look right now
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>>4987170

Thanks to your engineer, nearing completion.
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>>4987152
>Very well, rest your men, we are setting out immediately, though I have to leave a garrison (The Crossbowmen)

The crossbowmen should have a palisade to hide behind now, yes? So they'd be best served defending our town, plus they aren't likely to be much use marching through the deep woods, and we can't divide our units so this is probably the best we can do.

>Maybe while we rest send out an envoy for that Influence spend on refugees and get people working on the communal granary.

>>4987153
Politicking and negotiations are fine and perfectly interesting, the deep dive on our future polity's structure and legal codes was a bit much all at once.

Anyways, it seems this lord will be a fine ally.
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>>4987174
Actually, for future reference, how would recruiting new units work mechanically in the future. I mean aside from buying ready units with wealth, do we spend Military and Populace to recruit units or something? Could we have say, bought those shitty light infantry back at the other castle and then spent Military to equip them better?
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>>4987174
Good then.

>>4987153
I actually like that part. Also creating our state is cool.

anyway

>>4987152
>(Write in?)
Tell Alfonso to prepare and grant him the black greatsword.

We are going to depart in two days, meanwhile we will do a simple thing : a field unused will be made in a martial field. Essentially a place to be used for light training and learning the basics of how to fight, nothing revolutional. The men of our village though can learn to fight and defend themselves here and in this two days we will just do that.
And since we will also leave the crossbowmen here, their sergeant will oversee the training in the martial field of the villagers.
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>>4987152
>Write in: Very well, rest your men, we are setting out tomorrow after your men have had a nights rest, though I have to leave a garrison (One Unit of Spearmen).
I disagree with leaving our Crossbowmen behind, we'll be marching to aid Pyotr in clearing out the Warbands so we should bring as great a force as possible and our Crossbowmen and Champion together will be more vital to a successful campaign than our two units of damaged Spearmen.

I altered the action slightly as I want to leave in force with Pyotr's men so we can travel togehter for added safety.
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>>4987181

Yes, you could have trained those light infantry into proper soldiers using military points. Getting a pikemen unit like yours (although not professionals). Would cost 1 pop, 1 Wealth and 1 Military. Your pop stat is basically excess population that can be pulled from future projects and pressed into the army.

You have also sent word of your settlement through your contacts, now you're just waiting to see who shows up, that will determine influence cost, etc.
>>
"Sigh" God damnit, now I wish we stayed and fought for that one lord and bought a bunch of cheap infantry to spend our military on even more than before.
>>
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Behold ! The power of boredom and autism ! The "K" Shows your Knight's lands, the "M" is for you "manor" as humble as it is.
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>>4987215
very nice
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>>4987152
>>Write in: Very well, rest your men, we are setting out tomorrow after your men have had a nights rest, though I have to leave a garrison (One Unit of Spearmen).
>>
>>4987215
Very cool.
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>>4987152
>>Very well, rest your men, we are setting out immediately, with full force.
>>
>>4987190
>Support
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>>4987178

leave crossbow

>>4987190
>>4987341
>>4987452

leave one pikes

>>4987440

full force

Also, do you want to give the super-heavy greatsword to your Knight ? Even for him, it would be unwieldy, but if he hits with it, he hits hard, and given enough time, he might acclimatized to its use.
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>>4987896
yes for giving the super heavy greatsword
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>>4987896
Yes. I was wondering if we could improve and learn a little a magic should we find a teacher.
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>>4987964

You would need a natural potential to do that, or try to get it using...alternative means.

You guys chose tactician, rather than a mage, so chances for the potential to be there is low.
>>
Also, taking in to account >>4987186 means that we have 3 votes for equipping the knight.
>>
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You inform the messenger to give his men a quick rest, for as soon as you rally your troops and organize a garrison you shall be departing immediately.

You assuredly decide, that with there being a gap in your defences, due to the wall being not quite finished, it is best to leave behind a unit of pikemen, while the rest will march with you.

You also call in your first landed vassal, no small feat in establishing your legitimacy as a ruler, Alfonso de Amusco, and you give the black blade. The man visibly struggles to keep the blade in the air as he heaves it up, and even then, it is shaking side to side, but he can wield it, such weight impacting on any foe will surely lead to their demise, presuming he actually manages to hit, of course.

Then, a few hours after, you are ready to march onwards. The path forward north eventually becomes nothing more than endless rolling plains, with beautiful green meadows, brightly coloured flowers standing out in the endless sea of emerald. Such beauty is hard to comprehend, in a land as brutal as the Border Princes, but the sounds of chirping birds, a lovely refreshing breeze, and the shimmering of the grass make it seem that you are in a middle of a vast and peaceful ocean. Despite all this, Prince Pyotr’s men seem tense, and prepared for battle, and it does not take you long to realize why, far off the East, you can see a dust cloud rising, and eventually a much more disgusting shade of green comes in sight. Orks, abominable orks, riding giant boars, it does not take long for them to spot you on such open terrain, and they begin shouting their brutal warcry, diving head first towards you.

You have plenty of time to position your troops, you are yet not aware of the full force of the horde, but so far, at a rough guess, you think there might be as much as 200 of them.
>>
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>>4988086

Fuck, why there's the white bit
>>
If we win, let's gather up as much of the boar corpses as possible. We can make some decent food out of pork. Don't know if Orc tastes like mushroom, but we could always bring it back and cook it up and try it.
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>>4988090
Archers behind the infantry and scatter some traps to blunt the Orc charge
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>>4988086
Have the spearmen flanked be the heavy swordsmen and the archers positioned a few paces behind the spearmen
>>
>>4988245
Support
>>
>>4988086
Supporting >>4988245

Though we should leave some gaps between the melee units and have the crossbowmen in front initially releasing volleys before retreating through the gaps behind our melee units. They don't have the benefit of a hill to see over our men and shoot the enemy, so they have to be in front initially. This is actually historical regardless of what video game logic may tell you makes the most sense.
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>>4988656
>Ok them I'll modify to include this anons suggestion for the archers to initially be in front of the men with paths opened so they can retreat when the orks get close

I was 4988245
>>
>>4988194
>>4988245
>>4988315
>>4988656
>>4988690

Okay then, crossbow upfront to loose a volley and the run behind your forces.

Everything will be best of 3

Crossbowmen loosing

Base DC50
-20 No counterfire
-10 Professional troops
-10 Armour piercing bolts
+10 Fast moving target

Total DC20

The retreat maneuver

Base DC50
+20 complex maneuver
-20 Genius tactician
-15 Professional and elite troops

Total DC35

Your pikes bearing the charge

Base DC50
+20 Boar charge
+10 Orks ar da biggest an da strongest
-30 pike formation against cav
-10 professional troops

Total DC40

Your heavy infantry bearing the charge

Base DC50
+20 Boar charge
+10 Orks ar da biggest an da strongest
-10 heavy infantry against cav
-20 elite troops

Total DC50
>>
Rolled 91, 21, 89, 9 = 210 (4d100)

>>4989192
>>
>>4989197
Ok anons we just need
>>The retreat maneuver
and
>>Your heavy infantry bearing the charge
>>
Rolled 77, 57, 57, 27 = 218 (4d100)

>>4989192
>>
Rolled 48, 36, 98 = 182 (3d100)

>>4989192
>>
Rolled 43 (1d100)

>>4989192
Whoops, one more die.
>>
>>4989197
>>4989234
>>4989235
>>4989239

91 cross (success)
57 maneuver (success)
98 pikes (crit success)
43 heavies (fail)

Writing
>>
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The crossbowmen loose an accurate volley upon the riders, and like true professionals, calmly yet quickly move through the gaps in your formation, before said gaps close and form a proper defensive line, prepared to meet the charge head-on.

Your pikes, unsurprisingly, halt the charge in its entirety. Boars fall over dead, impaled upon the pikes, pushing back your own men, their riders are flung off of them, impacting the ground, and even with orkish toughness, they break their heads, necks, arms and legs, those that survive are quickly killed by your soldiers using their shortswords, spilling the crimson red from the necks of the beasts and the land itself quickly turns to blood. Those surviving the charge are entirely halted in place as they slam into their once living comrades.

The heavy infantry on your right however, is slammed heavily into, the only reason why the orks do not break through is due to the sheer weight of the soldiers, still, casualties are plentiful and painful. The battle there appears to be devolving into a confused melee, with orks deep within the formation, trying to break out, while your men attempt to drag them down and tear them to pieces.

Shouts and screams of pain, rage, and loss, fill the air, the calm sound of bird chirps and the movement of the winds has now entirely been consumed by the sound of battle and death, and even through all this, you can hear, and then see, more orks charging over the horizon, mass of green bearing down upon you, it is incredibly difficult to make out proper numbers, but you think there’s around 600 more orks moving to engage you. Leading that charge is the largest ork of the bunch, remembering the last engagement you reckon that its size is similar to the last, killing it may cause enough confusion to break the orks, once they realize that this “good fight” is nothing more than a death sentence.

>Keep formation and keep fighting

>Change formation(How?)

>Slam your free heavies into the halted ork boars

>(Write in?)

Completely forgot to add prompts on the last one. Never write when you're sick and sleep-deprived kids.
>>
>>4989260
>Keep formation and keep fighting also have our champion assist the swordsman that where slammed hard with commands to be prepared to also leave the combat at a moment's notice so he can support particularly dangerous situations during this encounter

QM can we get the location of the big ork so we can plan how to deal with him when he advances
>>
>>4989263

He's smack dab in the middle of the horde
>>
>>4989260
>>Keep formation and keep fighting
>>
>>4989260
>>Keep formation and keep fighting
>>
Mmmm... spiced pork sausage and mushroom steak.
>>
>>4989263
>>4989301
>>4989320

Since 7 hours passed. Let us do another set

Your heavy infantry

Base DC50
+10 Orks ar da biggest an da strongest
-10 heavy infantry against cav in melee
-20 elite troops

Total DC30

Your pikes

Base DC50
+10 Orks ar da biggest an da strongest
-20 Pikemen against cav
-10 elite troops
-10 Reach advantage

Total DC20

The enemy reaches you in 2 turns, your crossbows can do arcing fire next turn
>>
Rolled 62, 14 = 76 (2d100)

>>4989549
Lets fail that DC20
>>
Rolled 69, 29 = 98 (2d100)

>>4989549
Let's get this bread
>>
Rolled 58, 27 = 85 (2d100)

>>4989549
>>
>>4989553
>>4989561
>>4989608

The heavy infantry is now in its element, the men begin to pull the orks down from their “steeds” and hack them to pieces, they stab the thick fur of the boars as they squeal and thrash about, impaling an unlucky man here and there, who are tossed around like rag dolls, their limbs deforming unnaturally. Given enough time, the orks will be overwhelmed, since your men were able to recover from the initial shock of the charge.

Your pikes, despite their stellar performance on the charge are slowly being pushed back, as the sheer stubbornness and just plain insanity of the orks makes them push forward into your lines, they’ve yet to inflict any serious damage upon the pikes, but they just keep attacking, no matter how many of their gutted comrades fall before them.

The rest of the horde has finally entered the range of your crossbowmen, soon bolts shall reign down from the sky and make these beasts suffer.

Your heavy infantry

Base DC50
+10 Orks ar da biggest an da strongest
-10 heavy infantry against cav in melee
-20 elite troops

Total DC30

Your pikes

Base DC50
+10 Orks ar da biggest an da strongest
-20 Pikemen against cav
-10 professional troops
-10 Reach advantage

Total DC20

Crossbowmen loosing

Base DC50
-20 No counterfire
-10 Professional troops
-10 Armour piercing bolts
+5 moving target

Total DC15
>>
Rolled 32, 17, 65, 70 = 184 (4d100)

>>4989621
>>
Rolled 3, 63, 40, 23 = 129 (4d100)

>>4989621
>>
Rolled 42, 43, 7 = 92 (3d100)

>>4989621
>>
>>4989667
>>4989685
>>4989706

Don't know why some of you rolled 4 times.

3 heavies (crit fail)
63 pikes (success)
65 cross (success)

Writing.
>>
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Somehow, through sheer single-minded determination to refuse reality, the orkish boar riders, after inflicting and taking heavy casualties, are able to break through your heavy infantry, now free to manoeuvre, and they appear to have put their attention upon your crossbowmen.

The orks facing your pikes on the other hand, seem to have gotten enough of a fight that they cannot win, and they appear to be routing.

Your crossbowmen deliver accurate volleys onto the approaching massive horde, yelps of pain echo across the plains, even despite the thug’s toughness.

The Orkish warboss, seems to be smarter than most of its kin. Appearing to be personally charging your disrupted heavy infantry formation, alongside some of his “boyz”.

You reckon you have a bit of time before they orks impact upon you.

>Reform the heavy infantry to face the main charge

>Order the heavy infantry to pursue the fleeing boar riders, they cannot disrupt your crossbowmen

>Your crossbowmen are caught flat-footed, they can loose their bolts upon the riders, but it will be unorganized individuals firing, rather than a drilled formation.

>(Write in?)

You can command each of your formation to do any individual action. As long as that action gets enough votes.
>>
>>4989742
>Order the heavy infantry on the right flank to pursue the fleeing boar riders, they cannot disrupt your crossbowmen
>(Write in): Stretch the remaining Infantry Formations out to cover the whole frontline whilst the right flank (hopefully) clean up the riders that broke through
>Order the Crossbowmen to fire another volley at the approaching horde to thin their numbers
>Have Alfonso prepare to engage the Ork Warlord in glorious single combat.
>>
>>4989747
Support
>>
>>4989742
Supporting >>4989747
>>
>>4989747
+1
>>
Rolled 43 + 30 (1d100 + 30)

>>4989747
>>4989750
>>4989860
>>4990281

Please give me 1d100, you have to beat my roll to catch the boar riders before they disrupt your crossbowmen.

Your genius tactician trait allows for the formation to smoothly lengthen.

Once that is resolved we will be making combat rolls
>>
Rolled 87 (1d100)

>>4990645
>>
Rolled 40 (1d100)

>>4990645
>>
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The heavy infantry is able to catch up to the orks and prevent them from disrupting your men, allowing them to loose one last volley.

Meanwhile, your troops spread out and prepare to face the charge, with the lines extended, the staying power of your men has decreased, but at least you will not be encircled.

Your heavy infantry vs. riders

Base DC50
+10 Orks ar’ da biggest an’ da strongest
-10 heavy infantry against cav in melee
-20 elite troops

Total DC30

Your heavy infantry vs. orks

Base DC50
+10 Orks ar da biggest an da strongest
+10 Orkish brutality
+10 Superior numbers
-20 heavy infantry formation versus infantry
-20 elite troops

Total DC40


Your pikes

Base DC 50
-10 professional troops
-10 Pike formation
-10 Reach advantage
+10 Orkish brutality
+10 Superior numbers
+10 Orks ar' da biggest an' da strongest
Total DC 50

Crossbowmen loosing

Base DC50
-20 No counterfire
-10 Professional troops
-10 Armour piercing bolts
+5 moving target

Total DC15
>>
Rolled 97, 7, 96, 39 = 239 (4d100)

>>4990682
>>
Rolled 4, 37, 8, 66 = 115 (4d100)

>>4990682
>>
>>4990688
Fuck, well, that 4 is a crit fail.
>>
Rolled 4, 83, 24, 49 = 160 (4d100)

>>4990682
>>
>>4990692
The roll before that is a crit success though. So maybe we'll just take the best lol.
>>
>>4990687
>>4990688
>>4990713

4 heavies vs riders (4 crit fail + 4 crit fail + 97 crit success = 4 crit fail)

83 heavies vs orks (success)

96 pikes (crit success)

66 cross (success)

Your pikemen are absolute chads of the battle so far
>>
>>4990719
Of course, they're our men after all, while these heavy infantry dudes are someone else's! Our men are the best in the land you see, no one truer, braver, or stronger!
>>
Once more, the riders slip your heavy infantry, delivering a blow to the pursuing men by flinging their primitive, but heavy spears at them, then they proceed to charge your unprepared crossbowmen, driving deeply into them.

The heavy infantry on the front weathers the orkish charge, holding the line despite bending from the sheer mass that had slammed into it.

Your pikes have proven to be the absolute kings of battle, the charging orks are stopped dead by the pikemen, just like the boar riders before them, a wall of corpses has now formed at the end of the range of your pikes.

Loosing a volley, your crossbowmen are able to inflict casualties upon the orkish horde, before themselves being hit by the riders.

The screaming orkish warboss is currently kicking his men forward onto your pikes, urging them to charge forward. Your Knight requests leave to duel with the brute.

>Hold formation and keep fighting.

>Have your heavies charge into the crossbowmen, risking friendly injury, but hopefully ending the threat of the riders.

>Wheel the heavies around, and have them hit the orks in the back.

>Send forward your champion to duel the enemy leader.

>(Write in?)
>>
>>4990725
>Have our crossbowmen draw their shortswords and wade into melee while our heavies hit the orks attacking the crossbowmen in the rear. The rest of the formation holds and keeps fighting. Our champion may duel the enemy leader.
>>
>>4990725
>>Have your heavies charge into the crossbowmen, risking friendly injury, but hopefully ending the threat of the riders.
>>
>>4990725
>>Wheel the heavies around, and have them hit the orks in the back.
>>
>>4990725
Supporting >>4990727
>>
>>4990727
+1
>>
>>4990727
>>4990770
>>4991028
>>4991090
>>4991454

Alrighty then.

Your heavy infantry vs. riders

Base DC50
+10 Orks ar’ da biggest an’ da strongest
-10 heavy infantry against cav in melee
-20 elite troops

Total DC30

Your heavy infantry vs. orks

Base DC50
+10 Orks ar da biggest an da strongest
+10 Orkish brutality
+10 Superior numbers
-20 heavy infantry formation versus infantry
-20 elite troops

Total DC40

Your pikes

Base DC 50
-10 professional troops
-10 Pike formation
-10 Reach advantage
+10 Orkish brutality
+10 Superior numbers
+10 Orks ar' da biggest an' da strongest
Total DC 50

Crossbowmen in melee

Base DC50
+20 Ranged unit in melee
-10 Professional troops
+10 Ranged vs cav
+10 Orks ar’ da biggest an’ da strongest
Total DC80

Duel

Base DC50
-20 Skilled Knight
-20 High-quality armour
+10 Big warboss
+10 Slabs of metal called "armour"
+20 Heavily unbalanced weapon
Total DC50
>>
Rolled 54, 40, 91, 76, 87 = 348 (5d100)

>>4991825
>>
Rolled 19, 79, 98, 10 = 206 (4d100)

>>4991825
>>
Rolled 41 (1d100)

>>4991825
Missed one die for the duel.
>>
Rolled 23, 81, 96, 57, 61 = 318 (5d100)

>>4991825
Here's another set in case you needed it. Normally I'd wait for another anon, but I dunno how long you are willing to wait for all the rolls before writing, if another anon rolls just ignore my set.
>>
>>4991853

I will always wait for the needed number of anons when it comes to rolls. When it comes to making decisions, depends if there's an uninterrupted consensus or not, but I usually want to wait for at least 5 votes.
>>
Rolled 5, 4, 58, 69, 50 = 186 (5d100)

>>4991825
Wasn't sure if my roll was needed but here it is anyway
>>
>>4991832
>>4991837
>>4991839
>>4992019

5 Heavies vs cav (Crit fail)

4 Heavies vs orks (Crit fail)

98 pikes (Crit success)

76 cross in melee (fail)

87 duel (Success)

One again, the pikes are the MVP of this engagement, they've yet to take any damage at all due to being pikemen and having reach.

While the heavies continue to disappoint me.

Writing.
>>
>>4992019
Why...
>>
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The enemy boar riders simply smash through your crossbowmen, inflicting heavy casualties, whilst your heavy infantry desperately tries to catch them, only to end up itself getting bogged down within your crossbowmen.

The heavy infantry in the front is also being slowly pushed back as the orks keep smashing into them, men are falling, breaking and dying, but the line stubbornly holds.

The section of the line guarded by your exceptionally skilled pikemen is seeing ever mounting orkish casualties, based on your understanding of these creatures, if their leader falls, or if they take even a slight beating, they will most likely cut and run.

Your knight rides into glorious melee, sweeping his heavy sword using his right. Ear wrenching noise echoes across the battlefield, as the orkish warboss raises his own crude blade to block. Your knight makes another pass, after turning his warhorse around, once more exhibiting great strength bringing the blade downwards from an upper swing, you think you can see even from here, the beast’s blade crack and shatter as the black sword digs deep, drawing litres of blood from the ork and chopping its right arm clean. Even through all that, you are reminded why orks are such horrific beasts, as it rises with a bellowing roar, putting all power those crude muscles can muster to drag your knight from his horse, swinging him good 4 meters from his saddle, the knight lands with a heavy crunch, only to slowly rise and shout a warcry of his own, rushing head long for the ork, who had grabbed for himself another crude blade, and responds in kind to your knight.

>Try to unbog your heavy infantry from the crossbowmen, and send them to support the front.

>It is risky, but you can order the pikemen to charge, just like you did in the last battle, that may be enough to rout the orks.

>Keep going as is, you can only count on your knight and pikemen to break the horde.

>(write in?)
>>
>>4992083

As was once said:

"The dice giveth, the dice fucketh.
>>
>>4992086
>It is risky, but you can order the pikemen to charge, just like you did in the last battle, that may be enough to rout the orks
The pikemen's morale must be through the roof at the moment. Let's try to get them to save the day. And let's hope our knight kills that ork leader fast, I doubt our troops can take much more.
>>
Rolled 30, 55, 58, 4, 85 = 232 (5d100)

>>4992086
>Have our heavies that are entangled with the crossbowmen untangle themselves and adopt pseudo-tercio tactics, the heavies are to defend the rear and flanks of the other two units from the ork riders in our rear and the crossbowmen are to form units around that heavy unit to release bolts into the ork riders, should the crossbowmen be threatened by the ork riders they are right beside men from the heavy swordsman unit who can assist them and the crossbowmen can retreat as the swordsmen entangle themselves with the riders.

>Pikemen are to charge, rout the enemy units.

>Other heavy infantry unit just keep fighting.

With the pseudo tercio tactics I just want the crossbowmen to hover around the heavies so they have room to fire but can retreat and are close by enough to be saved by the heavies, I don't want them to use a hollow center like in real tercio tactics since I'm not sure if they have been trained in such methods or if they can do something like that on the fly.

Though if due to how the units are organized with 100 being a strict non divisible unit they can't form smaller units around the heavies, then basically I just want the crossbowmen to shoot the riders and be near the heavies so the heavies can engage the riders in melee and prevent them from moving and chasing the crossbowmen.
>>
>>4992086
>>It is risky, but you can order the pikemen to charge, just like you did in the last battle, that may be enough to rout the orks.
>>
>>4992157

Your tactician trait would allow you to form a tertio formation, your men are not trained in it, nor used to it, but you can do it. And while units have set sizes, I allow formation forming, like tertios, you are basically spending resources and units to make one better unit, if you get what I am saying.
>>
>>4992296
Okay, well, if they aren't trained in it then I'd rather them just do the simpler thing and just stick close to one another to support each other. No point in using some genius tactic if your men aren't trained to execute it. When we get more men and have the time we can perhaps train them in it's use.

Tercios are typically formed out of a series of units around the size of our in game units as just one of its constitutive parts, so it'll probably work out perfectly once we get more men and different unit types to try and execute such a concept.
>>
Seeing 3 votes so far, gonna wait 2 more hours before writing.
>>
>>4992086
>>Try to unbog your heavy infantry from the crossbowmen, and send them to support the front.
>>
>>4992099
>>4992157
>>4992258
>>4993192

Pikemen are charging

The duel continues

The frontline heavies keep fighting.

Need a tie breaker for the heavies currently bogged down, will give 30 mins, if no new vote is cast I will simply roll 1d2.
>>
Rolled 2 (1d2)

1. Keep heavies behind to defend the cross

2. Wheel them around to hit the front
>>
Your heavy infantry vs. orks

Base DC50
+10 Orks ar da biggest an da strongest
+10 Orkish brutality
+10 Superior numbers
+5 Being pushed back
-20 heavy infantry formation versus infantry
-20 elite troops

Total DC45

Your pikes

Base DC 50
-10 professional troops
-10 Pike formation
-10 Reach advantage
-10 Confident
+10 Orkish brutality
+10 Superior numbers
+10 Orks ar' da biggest an' da strongest
Total DC 40

Crossbowmen in melee

Base DC50
+20 Ranged unit in melee
-10 Professional troops
+10 Ranged vs cav
+10 Orks ar’ da biggest an’ da strongest
Total DC80

Duel

Base DC50
-20 Skilled Knight
-20 High-quality armour
-10 Foe missing an arm
+10 Concussion
+10 Big warboss
+10 Slabs of metal called "armour"
+20 Heavily unbalanced weapon
Total DC50

Thanks to your tactician trait, your heavies are able to disengage easily. Where do you want them to be in the front ?

>Try to use them to outflank the orks right.

>Just push them atop of your other heavy infantry, the extra mass will hopefully halt the push.
>>
Rolled 83, 35, 90, 11 = 219 (4d100)

>>4993236
>Just push them atop of your other heavy infantry, the extra mass will hopefully halt the push.
>>
Rolled 19, 57, 24, 71 = 171 (4d100)

>>4993236
Can't we use our heavies to help out the poor crossbowmen getting massacred?
>>
>>4993258

That is what his vote was for >>4993213

>Need a tie breaker for the heavies currently bogged down, will give 30 mins, if no new vote is cast I will simply roll 1d2.

Then I rolled >>4993232
>>
>>4993260
Ah damn, I'm blind and late. Shame. At least here it seems like they survived this turn.
>>
>>4993289

Still need one more set of rolls, so you aren't late.
>>
Rolled 83, 7, 31, 59 = 180 (4d100)

>>4993236
>>
>>4993237
>>4993258
>>4993299

83 heavies vs orkies (success)

57 pikes (success)

90 cross (success)

71 duel (success)

writing

Also, pic related to chad pikemen
>>
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With reinforcements arriving, your heavy infantry finds it’s missing footing, beginning to slowly push the orks back, the entire fight devolving into a brutal meat grinder. The orks, unwilling to give up such a great fight, and the humans, disciplined and drilled, refusing to break and run from such barbarians. Slowly, but surely, the orks begin to lose, the flank finally, since the start of the battle, swinging in your favour.

More good news fallow that, your crossbowmens numerical advantage has begun to shine, even the orks, or at the very least their crude mounts, begin to tire, unable to put up such a tough showing that they had at the start of the battle.

Meanwhile, with an encouraged roar for Myrmidia, your pikemen begin their charge, the spears lowered, the men running full speed ahead, ramming their pikes through the ork attackers. Some fall, as an ork here and there somehow survives and slips closer, killing a man or two before himself being impaled. The orkish line as a whole however, appears to be faltering.

While your army puts up a good showing, you know that the lynchpin of an orkish army, is its warboss. You see your knight swinging the heavy sword downwards upon the warboss, who himself uses all power he can muster to swing his blade horizontally, planning to split your knight apart. Your knight mises his strike, whilst the orks blade screams as it cuts the air in front of it, but to your surprise, that is exactly what your knight wanted, he uses the weight of the blade as a means to propel himself downwards, dodging the ork, and then using the remaining force of his attack to swing about, allowing gravity to carry the sword straight into the orks neck. With a squelching sound, the ork’s head flies clean off.

The orks upon noticing this sight, finally having enough, begin to rout and scatter to the ends of the compass.

This battle has been won, but you can always try to pursue.

>Pursue the orks, you cannot allow them to threaten your future road

>Your men are far too exhausted to chase anyone, you need rest, you need to address wounds and gather what few valuables the dead foe had.
>>
>>4993342
>>Pursue the orks, you cannot allow them to threaten your future road
>>
>>4993342
>Your men are far too exhausted to chase anyone, you need rest, you need to address wounds and gather what few valuables the dead foe had.
Our men take more pressing attention then needless losing life's over some extra orc heads
>>
>>4993342
>>Your men are far too exhausted to chase anyone, you need rest, you need to address wounds and gather what few valuables the dead foe had.
>>
>>4993342
>Pursue the orks, you cannot allow them to threaten your future road
I doubt they could ambush us, and we have cavalry. Let's rout them once and for all.
>>
>>4993342
>Your men are far too exhausted to chase anyone, you need rest, you need to address wounds and gather what few valuables the dead foe had.
Raise your voices high, Sons of Myrmidia, for you have won a great victory today.

>>4993791
>and we have cavalry
We do in fact, not have Cavalry. We have one French knight on a horse with a claymore twice his size.
>>
>>4993811
How could I misread heavy infantry as heavy cavalry. Truly I'm fucking blind.
>>
>>4993342
>Pursue the orks, you cannot allow them to threaten your future road

The pursuit is where the most casualties are inflicted, lets end this.

Most of the failures in this battle have been from our newfound allies, I don't mind if we lose some more of them than we might have otherwise had we stayed to save them. We need to end this orkish problem before they show up somewhere else less defended or before they regain strength.
>>
Finish off the greenskins. And collect the corpses of botht them and the boars afterwards for food.
>>
>>4993517
>>4993791
>>4993852
>>4993897 (Technically a vote for pursuit)

Pursuit

>>4993645
>>4993658
>>4993811

Rest


The hobbit coomer breaks the tie !

Alright then gents, time to pursue just a simple 1d100, best of 3. I suggest to roll high, since your units are not meant for pursuit.
>>
Rolled 41 (1d100)

>>4993943
High dice rolls are a lie.
>>
>>4993952

The Chad pikemen would disagree with that statement.
>>
Rolled 29 (1d100)

>>4993943
>>
Rolled 72 (1d100)

>>4993943
>>
>>4993952
>>4993974
>>4994001

The men begin to spread out and chase down the fleeing greenskins. Your crossbowmen loose as many volleys as the can, the pikemen stab and harass the orks, occasionally making a few groupings turnabout, only for your heavy infantry to impact them and run them down. Still, the casualties are less than what you’d like to see, most orks getting away due to their greater speed, but corpses still form a sort of “breadcrumb trail” leading to the battlefield proper.

>Continue the pursuit further, the plains will work to your advantage, the orks will have no where to hide. Myrmidia willing, you might even discover their camp.

>Reign your men in, time has come to deal with the aftermath. You think that setting camp now is the only viable option.

>Reign your men in, time has come to deal with the aftermath, but order your men to march, you need a more defensive position to settle in.

>Keep marching, these men are soldiers, and they will act like ones.

(Once you reorganize you will be able to gouge your casualties)
>>
>>4994013
>>Reign your men in, time has come to deal with the aftermath, but order your men to march, you need a more defensive position to settle in.
>>
>>4994013
>Reign your men in, time has come to deal with the aftermath, but order your men to march, you need a more defensive position to settle in.

Well, hopefully we've made it so they are no longer an effective fighting force. I'd love to finish them, but our men are tired and have just fought, and the numbers are too even to win a truly decisive battle, though if we had cavalry to utilize more combined arms, then perhaps we really could win, but we don't.

Lets rest, we won a battle but it wasn't clean and our men just got done conducting a long march and a awkward pursuit. Though with how hostile the territory is we have to push them a little farther to find good defensive terrain, it could make all the difference if an enemy comes upon us in the night, especially if they outnumber us.
>>
>>4993943
I'd actually prefer an Ogre SSBBW Musclegut Stronkfat GF to a Shapely BBW Halfling Shortstack. Both are good doh.
>>
>>4994013
>>Reign your men in, time has come to deal with the aftermath, but order your men to march, you need a more defensive position to settle in.
>>
>>4994427
>>4994077
>>4994070

The men begin to rally, catching a few moments of rest while they can, gathering the wounded and trying to move them as safely as possible, as usual, orks are not the wealthiest of creatures, what you gather is mostly scrap metal, still a few bobbles that the orks gather could be worth something. (+1 Wealth).

With the soldiers organized, you can finally gauge your casualties:

Both of the heavy infantry had seen hurt upon them, they still appear to be functioning with full strength, but a solid charge, or a particularly nasty push will see them damaged.

Same applies to your crossbowmen, a solid volley will see the formation damaged.

Your pikemen on the other, appear to be standing straighter, their gazes more determined. These men are true veterans of battle.

Your knight took a nasty tumble, but beyond that, he is completely fine.

Your current forces:
2 units of heavy infantry
1 unit of elite pikemen (Bonus went from -10 to -20)
1 unit of crossbowmen
Knight Champion

>Please give me 1d100 best of 3 to see if you can locate a defensible position.
>>
>>4994818

1 unit damaged of elite pikemen (Bonus went from -10 to -20)*
>>
Rolled 66 (1d100)

>>4994818
Proud of our men!
>>
Rolled 1 (1d100)

>>4994818
Our Pikes deserve a special name in honor of their achievemnets
>>
>>4994827
Fuck. At least it wasn't during battle.
>>
>>4994827
Ahaahahahaahah holy fuck
Are they gonna run off a cliff or something
>>
Rolled 15 (1d100)

>>4994833
>the entire formation marches off a cliff like a pack of lemmings
Fantastic.
>>
>>4994822
>>4994827
>>4994837

You continue your march in search of safety, paint close attention to the horizon, hoping against hope that the damned orks had enough of you, and will in fact not come back in greater numbers.

Luckily, you're able to march without being attacked, unluckily, the weather starts to turn foul, strong winds and an oppressively crushing rain strike your men. The plains turn into an ocean of mud that your men have to drag themselves through. Setting camp in such weather would be more than pointless, unless you can find some sturdier, drier ground.

Eventually, you spot what you'd consider a mirage, a trick played by your mind as you stare in the barely visible horizon, but upon coming closer, the mirage turns to reality.

An old dilapidated castillo, built in the style of Bretonnians. Standing upon a hill, you see that it's tallest towers have long since crumbled, there are breaches in the walls, moss covers most of the brittle stone. Despite all of this, some structures remain relatively intact, at the very least intact enough to provide shelter for the night.

>Enter the castillo

>Just try to set camp and hope for the best

>Keep marching onwards, weather be damned.
>>
>>4994852
>>Enter the castillo
>>
>>4994852
...It's fucking haunted isn't it? Or full of vampires, or the home of some bizarre chaos cult?

>Ask the leader of the men from Prince Pyotr Randova if they know anything about a castillo in this area and why it is just sitting here apparently abandoned when there are orks and god knows what lurking about in these lands.

>If he doesn't give an answer that makes this seem innocent or not suspicious then keep marching onwards, weather be damned.
>>
>>4994852
We should ask why its abandoned. My bet is undead.
>>
>>4994881
yeah this
>>
>>4994881
+1
Not taking risks after that roll
>>
>>4994881
>>4994885
>>4994901
>>4994911

Cowards, all of you.

The messenger comes as you beckon for him.

“This castle used to belong to a Brettonian knight, as you’d expect of them, he was rather zealous when it came to exterminating various monstrosities, unfortunately for him, he had angered the local orks enough for them to concentrate and attack him specifically. They battered his walls down, but surprisingly he managed to push them back. Still, with the walls gone, it did not take long for the local beastmen to show up and finally end his life, they tried to bring the castle down in it’s totality, but they never finished.

Do you have anymore questions my Lady ? The men are quite eager to make a stop in there.”
>>
>>4994960
*Shrug* Lets rest, but check the structural supports to make sure the place won't collapse on us.
>>
>>4994960
Fine, but double the watch just in case
>>
>>4994960
Sure, but let's not set camp deep inside the castle, and have people go on watches, ready to sound alarms in case the castle is inhabited
>>
I'm just pulling you guys' leg. You can proceed onwards at the risk of exhausting your men.
>>
>>4994960
Camp inside
>>
Rolled 43, 56 = 99 (2d100)

An old and uncertain castillo, is better than the certainty of catching disease out in the rain.

The men begin to surge forward, carefully and with measured steps, as you have given orders to sweep the castillo, check the support structures, and make damn sure nothing threatening had found these ruins to be their new home.

This is a task that can realistically only be carried out by the heavy infantry of Prince Pyotr Randova, pikemen and crossbowmen would do poorly in such confined spaces.

They finish the sweep, informing you that they did not find anything strange or dangerous, and begin setting camp in one of the remaining buildings, a granary judging from the sheer size of it. They pitch their tents, take out cooking pots and start fires from what little dry wood they can scrounge up.

The same happens with your men, occupying the former barracks. You note how well these buildings had held up, despite everything that the Borderlands threw at them.

The castillo, being set upon a clearly artificial hill, has a decent defensive position, but most importantly, the range of view from it, especially if the towers are restored, will allow you to gaze upon a large section of the future road, and the plains themselves in general. Once you have enough resources, this fortress could be used as a pivotal point of defence for your northern flank, at least that is what your tactician’s mind is screaming at you.

Putting thoughts of grandeur aside for the time being, you meet with the messenger and establish a patrol routine inside and outside of the castillo.

Once your duties as a commander are finished, you find a moment of rest for yourself. Recalling all the time spent in battle and constructing your new home. Perhaps you could dedicate some time to reading old books about a varying degree of subjects, after all, your father was an avid collector, and his books are some of the first things you grabbed before having to flee Tilea.
>>
>>4995226

>Giacomo’s all-inclusive guide to Reikspiel, the official language of the Empire.

>Vivaldo’s guide to the cold, cruel and barbaric lands of Kislev. Their traditions, laws and language.

>The tactics of war, penned by your father, there is still much insight hidden within these pages.

>Conversation with a dwarf. The great art of engineering and construction. Penned by Carl Koeriner. Translated by Celio D'Ovidia

>There are of course numerous other books on varying subjects that you could pick out (Write in, your father had an extensive collection, if the subject is within reason, there very well might be a book about it.)

Although physical activity is not your forte, nor do you particularly like it, you know that if it comes down to it, you are horrendously outmatched even by a common soldier.

>Try to build-up your strength, Knights are quite inspiring after all. You could easily grab a sword and shield, or another powerful weapon to use in melee.

>It is not fit for a commander to leave her men with no command, while she wonders off to duel someone. No, a bow will allow you both to command, and to strike your foes dead.

>Maybe another weapon will fit you better ? (Write in)


Taking one of these will progress you down the path of learning the skill/language/what have you. Learning time can range from minimum of 3 to a maximum of 6 times needed to learn. But they can make you extremely skilled at one thing, or help you to shore up any deficiencies.

I would also like 1d100, best of 3 to see how well your men patrol. My roll was to see how well the heavies patrol their section.

They only get 2 dice, since they are very skilled troops, but lacking your tactical genius.
>>
>>4995229

Should clarify, you can only pick one.
>>
Rolled 59, 24, 39 = 122 (3d100)

>>4995229
>The tactics of war, penned by your father, there is still much insight hidden within these pages.
>>
>>4995229
I'd rather read a book about the native monsters of the Border Princes. Lore on Beastmen, Greenskins, Trolls, and other nasties we could encounter.
>>
Rolled 93, 21 = 114 (2d100)

>>4995229
>>The tactics of war, penned by your father, there is still much insight hidden within these pages.
>>
Rolled 90, 57 = 147 (2d100)

>>4995229
>>Conversation with a dwarf. The great art of engineering and construction. Penned by Carl Koeriner. Translated by Celio D'Ovidia
>>
>>4995229
>>There are of course numerous other books on varying subjects that you could pick out (Write in, your father had an extensive collection, if the subject is within reason, there very well might be a book about it.)
There must be a sorcery for beginners book we can try out
>>
>>4995284
>>4995315

Tactics

>>4995299

Monsters

>>4995462

Engineering

>>4995483

Sorcery


>>4995284
>>4995315
>>4995462

The rolls, no fucking clue why you guys rolled like that, since all the previous times you rolled 1d100 each, for a grand total of 3 times. So I am taking the first roll from each, meaning that the results are: 59 93 90

Writing.
>>
Delving deeper into the writings of your father, you realize how much more he had to teach. Reading about his tactics will certainly improve your skills, but you know it will be a long process to reach the standard of your father.

As the night becomes darker, the storm further intensifies, you can hear the wailing winds smash against the walls of the barracks, those currently patrolling must feel like absolute hell right now, if they are patrolling that is.

Eventually, sleep begins to overtake you, the day was exhausting, organizing an expedition, the long march and the battle afterwards will make anyone tired.
Suddenly, you are jolted awake by the sound of someone screaming “Alarm !”, you jump out of your beddings and rush out, only to be met by your knight and four mutilated corpses. These corpses are covered in dirty, reeking fur, long snouts and sharp teeth. Ratmen, you recognize, these foul creatures have been plaguing Tilea for generations now.

You hear the sound of combat all around you, the patrols did their job well, it seems that these creatures had tried to ambush you, but the vigilance of the sentries was able to thwart their attempts.

>Personally join the melee.

>Rally the defenders and push what few ratmen made it into the barracks.

>Your men can handle this themselves; you need to figure out how the ratmen got so close.

>(Write in?)

Then there’s the question of your Knight.

>Have him come with you.

>The defences need him more than you.

>(Write in?)
>>
>>4995992
>>Rally the defenders and push what few ratmen made it into the barracks.
>Have him come with you.
>>
>>4995992
>Rally the defenders and push what few ratmen made it into the barracks.
Then there’s the question of your Knight.

>Have him come with you.
>>
>>4995992
>>>Rally the defenders and push what few ratmen made it into the barracks.
>>Have him come with you
>>
>>4996007
>>4996044
>>4996054

As you rush out, the men scramble around to form defensive lines, most of the ratmen were held at the entrance to the barracks, the tight corridors are too cramp to allow your pikemen to fight with their full strength, still, with order quickly being restored, they are begging to mount effective resistance.

It is then that you enter the fray, giving orders to use the windows and other entrances to flank around, your crossbowmen take their positions and begin to reap a reapers toll on the ratmen. You see that the granary is facing a mass assault from the ratmen, but the heavy infantry is holding and attempting to smash out and shatter the lines of the vermin.

As you yourself gaze through one of the windows, you see more rats pouring out from the, previously caved in, basement of the castle proper.

The lines seem to be holding just fine as is, but you can direct them to one or more specific tasks.

>Hold still, the ratmen will run themselves ragged before long.

>Try to breakout and establish connection with your heavy infantry, forming outside of the building will also allow your pikemen to show their true might.

>See if you can lead a small force to block the basement.

>Alternately, just send your Knight to lead the operation.

>(Write in?)
>>
>>4996138
>>Try to breakout and establish connection with your heavy infantry, forming outside of the building will also allow your pikemen to show their true might.
>>
>>4996138
>Try to breakout and establish connection with your heavy infantry, forming outside of the building will also allow your pikemen to show their true might.
Out of the way, rinky dinky rakki. Chad Pikemen coming through.
>>
>>4996138
>Try to breakout and establish connection with your heavy infantry, forming outside of the building will also allow your pikemen to show their true might.
>>
Rolled 98, 28 = 126 (2d100)

>>4996213
>>4996238
>>4996244

>>4996213
>>4996238
>>4996244

As the mass of ratmen swarms the courtyard, you decide that the heavy infantry has a good point, you cannot allow yourself to be trapped inside a building, at the mercy of these creatures.

Quickly organizing breakthrough units of your pikes and crossbows you set out, spearheaded by your knight, these abominations against Myrmidia shall soon tremble at your might.

Time to roll 1d100. 1 (one) roll per 1 (one) person, for a grand total of 3 (three) times. My rolls see how well heavies are doing with their breakthrough attempt.
>>
Rolled 88 (1d100)

>>4996262
>98
Damn, one of the infantry units have been inspiried by our turbochad Pikemen.
>>
Rolled 13 (1d100)

>>4996262
>>
Rolled 88 (1d100)

>>4996262
Crush their ass
>>
>Double 88's

Nice. Though isn't 8 supposed to be relevant to chaos or something?
>>
>>4996332

Sacred number for Khorne, and your men are quite bloodthirsty right now, since they were very rudely interrupted whilst having a nap.

Writing.
>>
Your soldiers begin to slowly, but confidently and with certainty push the ratmen back, with your knight as the tip of the spear, each swing of his massive sword cleaves half a dozen of these creatures, whom out of panic and fear begin to clear a path for you.

Suddenly, you hear an uproar coming from the granary, the heavy infantry seems to have broken the back of the vermin, rushing forth, slaughtering without hesitation and stop.

Seeing this, the ratmen in front of you also begin to run over each other in an uncontrolled panic, literally hurling their kin in the path of your men in hopes of slowing them down.

Just as you think you’ve won the battle, the cowards in front of you are cut down by other ratmen emerging from the basement, these appear to be taller, better equipped and definitely stronger than those you’ve fought so far.

Still, the uncontrolled flood of fur running for their lives allows you enough time to form proper formation and fight on your terms. Despite all of the dead, more and more ratmen pour out of the basement. Which leaves you with a few ideas.

>Try to find a weakness in the structure, bring the castillo down on the ratmen.

>Push them back in to the basement, then see if you can collapse some internal walls on the entrance, hopefully keeping the upper level infrastructure of the castillo intact.

>Push them all the way down to the basement, none of the castillo has to be damaged, if you can help it.

>With a proper order of battle established, you can easily retreat out of the castillo, hopefully the ratmen had enough of you.

>(Write in?)
>>
>>4996357
>Push them all the way down to the basement, none of the castillo has to be damaged, if you can help it.

This castle could be useful later on, lets try and keep it intact.
>>
>>4996357
>Push them all the way down to the basement, none of the castillo has to be damaged, if you can help it.

Momentum seems to be in our favor at the moment.
>>
>>4996357
Also, if it isn't too much trouble, could you please elaborate on the average equipment of our soldiers? I'd like to know how armored they are, specifically.
>>
>>4996357
>Push them back in to the basement, then see if you can collapse some internal walls on the entrance, hopefully keeping the upper level infrastructure of the castillo intact
Ideally, we could smoke them out with fire, using the smoke as a way to clear out their warrens, but we can figure that out once we take care of them right now.
>>
File: Pikeman.jpg (120 KB, 648x972)
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>>4996434

The pikemen are wearing breastplates and helmets. They are equipped with pikes and shortswords.
>>
File: Crossbowman.jpg (139 KB, 467x969)
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>>4996444

The crossbowmen are wearing thick paddings and a helmet. They are equipped with crossbows and shortswords.
>>
File: Heavy Infantry.jpg (50 KB, 400x1027)
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>>4996444

Heavy infantry is wearing splint armour. They are equipped with longswords, maces and shields.
>>
>>4996357
>Push them all the way down to the basement, none of the castillo has to be damaged, if you can help it.
>>
>>4996570
I double this.
>>
>>4996357
>>Push them all the way down to the basement, none of the castillo has to be damaged, if you can help it.

I am not sure if we could keep the castillo later, is a bit far and from the story we have gained is quite contested. Orks, beastmen and skaven. + oppurtunistics of the border princes.
But skaven are considered a threat like anything else by Tileans, Estallians or the natives of the border princes. Slaughtering them here is good and wise for the region future.
Beside loot and their bad armors and weapons can be gained, and Myrmidia is once again honored thanks to a well done strategy, tactic and martial prowess saving and winning the day for men.
We should probably burn the underground that s likely still filled with ratmen.
Also the corpses, those can be burn all and the bones put out for show their punishment.
In all of this if we see q skaven that looks like an officer, capturing it and torturing it for gain informations could be useful. Afterall we want to conquer taking out our enemies in the region is fundamental for doing that.
>>
>>4996444
>>4996446
>>4996449
They look cool.
When we have a bit more money, we will think of the colors and symbol of our state. Our men don t have kne currently.
>>
>>4996357
>>Push them all the way down to the basement, none of the castillo has to be damaged, if you can help it.
>>
>>4996357
>>Push them back in to the basement, then see if you can collapse some internal walls on the entrance, hopefully keeping the upper level infrastructure of the castillo intact.
>>
>>4996425
>>4996433
>>4996570
>>4996656
>>4996766
>>4996822

No damage

>>4996441
>>4997001

Minimal

Everyone's pretty confident, eh ?

After a moment’s consideration, while the soldiers assemble, you decide that the castillo is too valuable to be brought down, you shall contest the vermin for this fortress, and hopefully make it yours in the future.

Your men begin to start pushing forward, met by a counter charge of the larger ratmen, time to see if these beasts hold better than the last.

Gimme 1d100. Best of 3. Let us see if your confidence holds. Since the heavies reached you, they have fallen under your command, so they are included in the roll.
>>
Rolled 80 (1d100)

>>4997314
>>
Rolled 11 (1d100)

>>4997314
>>
Rolled 39 (1d100)

>>4997314
Lets grab a Castillo, shall we?
>>
The new rats prove to be a much tougher nut to crack, the larger rats, impact with great force, felling your men, but taking crippling casualties in return, through gritted teeth, your soldiers slowly push them back, the pikemen stabbing, advancing and stabbing again. The heavies manoeuvre and hit the ratmen sides, collapsing their flanks. The creatures prove to be extremely vicious, slamming brutally and using great numbers to attack, still, unlike the orks, these creatures act more cunningly, using their kin as shields they duck and dodge your attacks delivering killing blows until eventually running out of luck and seeing themselves used as shields.

So far you are winning, and have pushed the ratmen into the castle ruins proper.

>Keep up the attack (Roll 1d100 best of 3)

>We’ve had enough, try to bring the castillo down.

>This fight is not worth it; time has come to retreat.

Ratsies got a good roll this round, but not enough to stop you.
>>
Rolled 67 (1d100)

>>4997367
>Keep up the attack (Roll 1d100 best of 3)
May as well keep going
>>
Rolled 95 (1d100)

>>4997367
>Keep up the attack (Roll 1d100 best of 3)
It'd be too expensive to rebuild a castle of this size, we must press on and defeat the Rakki scum and claim it as our own.
>>
Rolled 80 (1d100)

>>4997367
>>Keep up the attack (Roll 1d100 best of 3)
>>
Good rolls guys, those rat bastards won't know what hit em.
>>
>>4997367
>>Keep up the attack (Roll 1d100 best of 3)

Let them know the might of the sons of the goddess
>>
File: Mutated Giant Rat.png (173 KB, 400x257)
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>>4997388
>>4997391
>>4997394

95 (crit success)

The scum, upon realizing that your men are not going to break due to their foul stench, begin to collapse at an even more of a rapid pace than the ratmen before them. Seemingly, the size is proportional to their cowardice, for this species that plagues realms of man.

Your men begin to push down into to the basement proper, whatever lines of defence that the vermin had collapsing and breaking before your men even reach them.

Still, the change of the terrain means that only your heavy infantry will be able to advance forward efficiently.

As you yourself go down, under the escort of your knight, you see your men cornering rats in enclosed rooms, killing them like harmless lambs. Whilst the bulk of the soldiers alongside with you advance forward until you encounter the largest room within the castillo’s basement.

A massive chamber, with the ceiling reaching upwards to 4 meters the chambers length stretching about 40 meters end-to-end, with a width of about 20 meters atop of that.

At a quick glance you realize, that this massive and undoubtedly expensive underground chamber, seems to have been dedicated entirely to the housing and maturing of wine. With many of the massive barrels still appearing to be untouched. Perhaps you will indulge in a good glass of wine after all this is over, but for now more pressing matters deserve your attention.

At the right corner of the chamber, there appears to be a massive hole, into which the parasites are currently busy fleeing. The rout, unfortunately for you, comes to a halt as a trio of massive, hulking abominations against all that is holy rise from the hole, seemingly giving bravery to the ratmen, or at the very least it made them recalculate their chances against you, as these mutants smash their “allies” apart, blocking the exit of the vermin.

You hear chains rattling and whips cracking as groups of ratmen seem to be herding these hulking horrors towards you.

>Prepare to meet the charge, your men will hold.

>It is a tall order, but your knight could intercept them, and if not kill them, at the very least delay them enough to allow your men to take care of the other rats.

>It is clear that those holding the whips command the beasts. If they fall the monsters may turn on their allies. (Send your men, or knight)

>This seems unfavourable, time for a tactical withdrawal.

>(Write in?)
>>
Also prepare some torches, we are going to need to burn them all, who knows how many there are under. Fire will kill them in their tunnels.
Beside the loot, they might have some prisoners with them. It s unlikely but the lands here are good so they must have seen this castle has a blessing for them instead of living underground fighting against other clans for food, resources and slaves.
>>
>>4997417
>(Write in?)
Throw torches in front before they charge at us again and have the men keep a more open formation, we are going to move a bit more in front so those things can t have enough space for charge at us. We will create a wall of death where they will fall upon and die.
Have our crossbowmen switch from attacking their infantry to attacking the large ratmen. And use the wine cellar for better protect ourselves, if possible we should look if we can have a few of those massive barrels fall on the rats heads. While a waste and a sin, we need to win and this should slow them down and maybe kill some of them.
Our knight should be ready to attack from a flank the giant ratmen when they arrive, hopefully he is able to make their charge less effective.
>>
>>4997417
>>(Write in?)
Use fire. Even the most primal beasts are averse to fire.
>>
BURN THE RATTIES
>>
>>4997417
Guess I'll support >>4997429
>>
>>4997429
>>4997500
>>4997592
>>4998022

Throwing torches into a room saturated with alcohol it is.

Please give me 1d100 best of 3
>>
Rolled 68 (1d100)

>>4998389
>>
Rolled 80 (1d100)

>>4998389
There is no way this could possibly go wrong.
>>
Rolled 47 (1d100)

>>4998389
It's fiiiiine. It's all calculated, the alcohol is sealed in caskets, and it's probably not too strong.
>>
>>4998397
>>4998405
>>4998410


At your orders the men hurl their torches at the front, the ground quickly catching alight, the ratmen who had found their courage just moments ago, once again collapse as your men hit them hard and the fire pushes them back. Some of your soldiers slams the barrels out of their hold further spreading the flames as the flammable liquid soaks the furs and burns ever increasingly brightly.

Through all of this, your crossbowmen look for opportunities to slay the mutant beasts as bolts impact them over and over again, however, these creatures seem to barely feel it as they slam on to the heavy infantry, their bodies catching fire, but seemingly ignoring it, your best are slammed to the grounds, their armours buckling and breaking, organs spilling out from their metal holds, heads are crushed, brain matter splattering those too close to them, you see one of the creatures lift a soldier and bite his arm off, beginning to feast upon him. The mutants are acting erratically and it doesn’t take long to figure out why, their handlers seem to have fled in the confusion.

Whilst the monsters are reaping their toll, they are spreading out, and your knight is able to deliver a killing blow upon one of them, waiting for an opportunity when the abominations slams one of your soldiers to the ground, its sharp teeth biting through the mans neck, your knight jumps on its back piercing his sword into the monsters head, killing it instantly.

The fire is spreading, the rats are routing, but the monsters are still killing your men in a blind rage, seemingly unaware of their surroundings.

>Let your Knight deal with the monsters, your men should put out the fires.

>Let your Knight deal with the monsters, your men should chase the rats down.

>Let your men deal with the monsters, your knight should chase the rats down, blocking their exit.

>Pull out, let the flames take their course.

>(Write in?)
>>
>>4998443
>>Let your Knight deal with the monsters, your men should chase the rats down.
>>
>>4998443
>Pull out, let the flames take their course.
We don't want our men to get caught up in the fire. We can always come back later, more prepared, to cleanse the basements of vermin, or to seal it under tons of stone.
>>
>>4998443
>(Write in)
>Your Pikemen and Crossbowmen draw the attention of one Rat Ogre while the Knight deals with the other
If we can quickly form a line 4-5 pikes deep I'm confident our soldiers can kill one Rat Ogre with minimal additional casualties. The weight of the Pikes should be enough to halt the beast should it attempt to push through.

Meanwhile:
>The least damaged of the Heavy Infantry pursue the rats, the other remain to keep the fire from spreading
I don't want that fire to get out of control and burn down something important, like a support beam or something. We didn't rout the Skaven from our new castle just to accidentally burn it down.
>>
>>4998471

Your pikemen are not down there. They cannot effectively fight given the terrain
>>
>>4998443
The pikeam shall get some waterbarrels from above and put out the fire with it
And the knight shall slay the mutant and our man the rats
>>
>>4998443
>Let your Knight deal with the monsters, your men should chase the rats down.

And the pikeman shall get some waterbarrels from above and put out the fire with it
>>
>>4998450
>>4998469
>>4998471
>>4998481
>>4998495
>>4998528

So, heavies chasing rats, pikes rushing from above with water, Knight 1v2 the rat ogres.

3d100 best of 3.
>>
Rolled 36, 46, 75 = 157 (3d100)

>>4998600
>>
Rolled 56, 20, 18 = 94 (3d100)

>>4998600
Don't mind my previous roll of a single 1d100 that no longer exist, I am not a clever man.
>>
Rolled 1, 5, 77 = 83 (3d100)

>>4998600
>>
>>4998645
This is utterly miserable holy fuck, I've rarely seen such a poor roll
>>
>>4998625
>>4998629
>>4998645

Don't beat yourself over it man, hope you keep rolling and enjoying.

Writing.
>>
The roaring inferno added atop of the natural cowardice of rats means that they are able to beat a hasty retreat, your men catching some as they are hurled backwards, acting as a very temporary, makeshift and ill-disciplined rear-guard, dozens are killed, but far, far more escape into to their tunnel.

You send a messenger to the top ordering your pikemen down with as much water as possible, but minutes pass and your men are yet to show, the only saving grace is the fact that the fire appears to be spreading slowly, if it goes on like this, there is a good chance that the flames will simply die out in time, but for now, fire cracks.

The duel between your Estalian knight and the monsters becomes an exciting show of strength, toughness and agility. Your knight is diving the rabid blows of the beasts, becoming the centre of attention of the monsters hunger. He has placed himself in the middle of the two hulking beasts, using them as cover. When one beast attacks, he masterfully leads the blow onto its comrade, when such an act is impossible, he takes the attack head-on, using the sword as a very effective shield. Despite all this, hits, glancing blows really, land upon your knight, slowly sapping away at his strength, despite it, your knight manages a moment of opportunity, sweeping the blade low, cleaving off the feet on one of the monsters, bringing it down as it screeches at him. Taking a side-step, he allows the still standing monsters heavy blow to land upon his, now former, comrades head, smashing it, staining your knights amour red. Only one mutated rat stands.

>Try to put out the fire, your pikemen are clearly too slow

>Send your men forward into the tunnel, chase the rats.

>Order your men to see if they can close the tunnel.

>Send your men to deal with the last monster.

>Allow your knight to finish this.

>(Write in?)
>>
>>4998685
>>Send your men to deal with the last monster
If we finish off the monster now, we can have time for reorganize ourselves, and push further against the skaven or collapse their tunnel.
I recon they have lost a decent amount of their forces, so we can reorganize and heal ourselves.
>>
>>4998711
Supporting
It's like 4 in the morning, so our soldiers are probably exhausted and want to go back to bed.
>>
>>4998685
>Allow your knight to finish this.
>Order your men to see if they can close the tunnel.
>>
>>4998878
I agree with this.
>>
>>4998711
+1
>>
>>4998685
>>Send your men to deal with the last monster.
>>
Nothing today?
>>
>>4998711
>>4998843
>>4998878
>>4999083
>>4999161
>>4999630

Alright, sending your soldiers to deal with the last rat ogre wins.

1d100 best of 3
>>
Rolled 61 (1d100)

>>5000899
>>
Rolled 66 (1d100)

>>5000899
>>
Rolled 88 (1d100)

>>5000899
Time to take them out
>>
Quick question, but now that we have knowledge of an entry to the Skaven Under-Empire, should we give any of this knowledge to the Dwarfs at Karak Barr on return for a reward? Unless this is an isolated burrow, in which case, shouldn't we try and eventually go back in to wipe out this Skaven infestation before it grows too big? If they have Breeders down there, or worse, Clan Moulder monster makers with access to horrific creatures like Burrowing Behemoths...
>>
>>5000922
I don t think Kakar Barr would have resources or desire to spend for cleaning some skaven on an abandoned castle somewhere in the border princes, beside it would be a political pain to pass with all those states for reach one castle for kill svakens.
It should be one of a clan on his own (since if it was a coordinate effort of the Under """Empire""", there would be far more skavens outside and inside), and in regard to what we do, we will do what we can but we aren t likely to claim this place anytime soon.
Remember is some weeks of travel before our settlement, and we aren t sure if some already lay a claim to the place. With us being just at the start of our state, is not ideal to have even such a small distance without consolidating more unclaimed land around our first settlement.
But right now, we would need money to restore the castle and soldiers for garrison it.
Right now i think we can kill a bit more of the skavens, but then we pack it up with loot from skavens and the castle it self. We are also still on a campaign with our neighbour.
>>
Tired, bleeding, but victorious, your knight disengages from the last mutant monster. The beast is then swiftly surrounded by your heavy infantry, it begins to thrash and throw, but its attack are uncoordinated and frantic, for some reason or another, moments before its death, instead of seeing a monster you think you see a spark of fear and dread, as the creature is brought low without any real casualties.

Myrmidia smiles upon your one more, the fire appears to be burning itself out unable to spread further, but the fact that your pikemen have yet to arrive is also disconcerting, still the flames will soon die out and most importantly, some full barrels of wine still remain untouched by combat.

The ratmen appear to have finished their disorganized retreat, leaving you and your soldiers in control of the basement, and it is now that you start smelling the scent of burnt fur and charred flesh, intermixed with the iron stench of shed blood, reeking putrid smell of loosened bowls and emptied stomachs, all superimposed upon a layer of strong wine. The smoke in the room burns your lungs and eyes.

With the basement seemingly secured, you have a few options in front of you.

>Go down the tunnel, the ratmen shall not escape you.

>Have the tunnel sealed, hopeful the rats learned their lesson.

>Pull out your force to the top, you want to know where are your pikemen.

>(Write in?)
>>
>>5000947
>>Pull out your force to the top, you want to know where are your pikemen.
Even if is something dumb like having problems transporting water, we need to check now.
>>
>>5000947
>Have the tunnel sealed, hopeful the rats learned their lesson.
I'm confident in our pikeCHADS
>>
>>5000947
I'd say we build a gate on the tunnel instead of sealing it completely. When we have more men, we can set about going down and attempting to clear out the burrow, if it is only an isolated one. If it is near a major road in the Under-empire, then I'd say collapse the tunnel and the Castillo too for good measure.
>>
>>5000947
>>Have the tunnel sealed, hopeful the rats learned their lesson.
Seal it now. We can have it reopened later if we want to.
>>
>>5000947

>Have the tunnel sealed, hopeful the rats learned their lesson.

>Pull out your force to the top, you want to know where are your pikemen.

We can't leave the tunnel unattended, so collapse it before finding our pikemen.
>>
Some of your men quickly rush into the tunnel, finding shaky support pillars that they find quite easy to knock down, before rushing back up as the tunnel’s entrance collapses behind them.

The soldiers are more than happy to abandon the basement, the smell and the smoke. Beginning to rush upwards alongside you and the knight.

As you finally reach the top, you see fresh rat corpses and your pikemen finishing off any survivors. Quickly summoning up your officers you get a read on the situation.

Some small groups of ratmen had managed to hide themselves during the battle, unnoticed as your forces rushed downwards, they sprung their trap. As it currently stands, your water supply has been destroyed, some of the wagons housing food have also been set alight, the dry insides quickly catching fire.

As it currently stands, the saboteurs have been killed to the last, however, you no longer have any drinking water and about half of your food supply was burnt.

Your soldiers begin to shuffle, gathering corpses and disposing of them, the process taking the entire night, but at least you can continue to camp out within the castillo, as the harsh rain continues into the next day.

Your soldiers need rest, but the supply situation is pressing enough that they will carry out what needs be.

Each unit can be assigned to a task

>Drag the wine up, it will quench thirst just as well as water.

>Though you hate the fact that the thought had even formed, you could see if the ratmen are edible.

>There should be some wildlife somewhere, the weather is harsh, but you are certain that your men will be able to catch some.

>Explore the castillo, leave no stone unturned, maybe you’ll find something.

>Let your men sleep, then march, hopefully the weather will turn and you will simply be able to forage along the way.

>Damn this castillo, it must be cursed, you are sure of it, depart immediately.
>>
>>5001025
>>There should be some wildlife somewhere, the weather is harsh, but you are certain that your men will be able to catch some
>>
>>5001025
>Drag the wine up, and empty the canisters of Wine and leave them out in the rain. As much as it pains you to do so, they will serve you better filled with water than with wine.
>There should be some wildlife somewhere, the weather is harsh, but you are certain that your men will be able to catch some.
>>
>>5001025

>Drag the wine up, it will quench thirst just as well as water.

Don't empty them, drink it or drink most of it and have the remainder mixed with rainwater, it is worth getting our men drunk to make use of what drinkable liquids we have.

>There should be some wildlife somewhere, the weather is harsh, but you are certain that your men will be able to catch some.

The rats will probably have scoured the castle for all the edibles and I don't want our men eating rats and catching some crazy disease.
>>
>>5001083
support and also
>Explore the castillo, leave no stone unturned, maybe you’ll find something.
>>
>>5001025
I vote against any idea involving consuming the flesh of a race that consumes copious amounts of Warpstone.
>>
>>5001032
>>5001037
>>5001083
>>5001099

Seeing foraging and getting the wine upstairs.

Since you are commanding units individually you can also look around the castillo.

1d100 best of 3 if no castillo looking

2d100 best of 3 if castillo looking
>>
Rolled 55, 74 = 129 (2d100)

>>5001239
I'm up for spending time exploring the Castillo because I am addicted to dicerolling
>>
Rolled 22, 39 = 61 (2d100)

>>5001239
>>
Rolled 8, 29 = 37 (2d100)

>>5001239
>>
>>5001239
I think we should explore, but be cautious. We don't know which of the major clans this skaven group originated from, if they even did. Hell, for all we know, they could be from the near-obliterated and shamed Skaven Clan Verms, who used to be the monster makers of the skaven before Clan Moulder existed. They were known for utilizing swarms of insects, giant scorpions, and distributed worm-oil before Clan Skryre created warpstone lights.
>>
>>5001244
>>5001318
>>5001485

Your men begin dragging the wine barrels up, partaking in the sweet and sour nectar in order to quench their thirst, leaving some of the barrels out in the open so as to dilute some of the wine and make it easily drinkable even in battle. Good drink is good for the soul, as any soldier would say (+1 Loyalty).

Some of your men set out to forage the surroundings, their pickings are scarce, a few hares and foxes that could be thrown into a pot, alongside some wild vegetables, if nothing else, it will feed your men for the day.

Soldiers that had set out to look through the castle were unable to locate any food, they did however, stumble across some loose brick, that they then removed and found strongboxes, naturally they proceeded to break it open. They find, what they can only assume to be an emergency stash of gems. Diamonds, sapphires, rubies and emeralds, finely cut and made into necklaces, rings, brooches and bracelets whom all appear to be made out of solid gold (+3 Wealth) (Very lucky wealth roll for you guys, praise be to chadpikes)

After all this is done, your men finally rest, only rising in the afternoon. The heavy rain seems to have weakened to a light drizzle. The wine barrels have been diluted by rain water, solving your drinking issue for the moment.

>Set out now, we’ve wasted enough time as is.

>The men have settled in, they can wait for a few more hours, maybe the rain will be gone completely by then.

>(Write in?)
>>
>>5001946
>>Set out now, we’ve wasted enough time as is.
>>
>>5001946
>>Set out now, we’ve wasted enough time as is.
>>
>>5001946
>Set out now, we’ve wasted enough time as is.
>>
>>5001946
>Set out now, we’ve wasted enough time as is.
>>
>>5001965
>>5001968
>>5001998
>>5002053

The army sets out under the grey sky. The light drizzle mocking your army as it struggles to make way through the endless sea of mud.

The journey remains annoying, but harmless, you had not seen, nor had you encountered hostiles that would pose a danger to you. Eventually the endless sea of green and brown comes to a halt, as you finally spot the outline of a forest on the horizon. The drizzle impairs your vision, but even from this distance you think you can make out small flickering flames.

Drawing closer you realize that those flames are torches and firepits. Tents have been set up, a rudimentary ditch has been dug and some logs have been roughly thrown together as a makeshift wall. Upon the entrance of the camp you spot a banner depicting a blue bear on a white. This seems to be Prince Pyotr’s camp. Upon noticing you they throw the gates of the camp open allowing you inside. As your men begin to settle in, a servant rushes over informing you that the Prince would like to invite you for dinner later to night, so as to better negotiate your treaty of trade and friendship.

>Accept the invitation.

>Decline the invitation.

Whether you accept or not, you have a little time to look around and see if you cannot gleam something about the Prince and his forces.

>Try to look into the supply situation.

>Try to assert the Prince’s true troop strength.

>Sit and listen, see what’s the mood in the camp.

>(Write in?)
>>
>>5002119
>>Accept the invitation.
>>5002119
>>Try to look into the supply situation
>>
>>5002119
>Accept the invitation.

>Try to look into the supply situation.
>>
>>5002119
>Accept the invitation.
>Try to look into the supply situation.
>>
>>5002119
>Accept the invitation.

>Try to look into the supply situation.
>>
>>5002140
>>5002144
>>5002154
>>5002198

You politely inform the servant that you accept Lord Pyotr’s invitation.

The man rushes off immediately after receiving your answer, and you find yourself with a few free hours. Thinking about your supply situation, you decide to look into how well your ally is supplied, you have some of your trusted men spread out and begin striking up conversations amongst the campers. You yourself begin to roughly calculate how much food, water, military supplies, etc. could be stored in the camp, which seems to house hundreds of hungry and thirsty mouths.

You have no doubt that the camp will soon be segregated, but the moment of your arrival has allowed you to gather the information that you looked for.

Your men report that from the conversations that they had, the soldiers seem to be well-fed, hearty pork stew and hardtack, washed down with diluted beer. The provisions appear professional, from a cursory glance, you can make out tents dedicated to the housing of said supplies, you think the army has enough food to last 2 weeks, most likely they had more supplies before they set off.

Your investigation comes to a halt when the servant returns and informs you that dinner shall soon be served. He begins escorting you towards the centre of the camp, where the largest tent is located. The tent appears to be made of white cloth with light blue shading, a darker shade appears to be too expensive, even for a Prince.

The inside is warm, with a brazier set aside to provide warmth, thick furs are spread across the ground, further trapping the heat of the brazier. There also is a wooden bed, with what you presume to be feather stuffings. A small writing desk and a comfortable looking chair are set to the side. The centre of the tent is occupied by a large table, with two dining crested chairs set at each end. Silver is dominant on the table, with utensils, plates and candle sticks made from it. Fresh roasted chicken and piglet have been set in the middle surrounded by potatoes and greens, and a small collection of spices and sauces, alongside bottles of wine, beer and vodka. A true feast had been prepared.
>>
Greeting you is a man that appears to be in his mid-thirties. Short cut black hair, adorned by a silver circlet, a large rhodochrosite set in the middle of it. The mans face appears to be hardened by war, a few cuts and scars here and there, cresses upon his brow and beneath his eyes show that the man was, or currently is, under stress, the eyes are deep brown. His build appears to be toned, nowhere near the sheer mass of muscles present on your knight, but clearly apparent. He currently appears to be wearing an outfit of white furs and a cloak, lacking any further embroidery or decorations, still, the furs are of high quality and make.

The man rises from his seat and says:

“Princess Messore, a pleasure to finally meet you face to face, please, sit down the food is steaming hot.”

What tone do you wish to set for the conversation ?

>A friendly one, a meeting between familiar friends.

>A submissive one, the man is clearly in a position of strength compared to you, politeness is on the better side of valour.

>A dominant one, to show submissiveness is to show weakness. Something that the Borderlands do not allow.

>A professional one, a meeting between equals, those who negotiate on the same pedestal.

>A flirty one, the charms of a woman in the middle of a campaign are never to be underestimated, and you are quite the catch…at least your parents kept saying so.
>>
>>5002244
>A professional one, a meeting between equals, those who negotiate on the same pedestal.

We are not friends yet, but we have conducted ourselves capably so far and have common cause. He is clearly no stranger to war, so we should treat him as an equal, someone who is capable, maybe be a little friendly, he is offering us quite the good deal after all.

No point posturing and coming off weaker than we are, flirting can come later once we know him better if anons are into that.
>>
>>5002244
>>A professional one, a meeting between equals, those who negotiate on the same pedestal.
>>
>>5002244
Professional-yet-friendly. Maybe try to ask about which of the gods he follows. He's Kislevite, right? So probably Ursun? Maybe we could ask for knowledge about Ursun. Always good to know more about the world you live in.
>>
>>5002244
>>A professional one, a meeting between equals, those who negotiate on the same pedestal
>>
>>5002244
>>A professional one, a meeting between equals, those who negotiate on the same pedestal.
>>
>>5002295
>>5002345
>>5002392
>>5002877

You sit down opposite to the Prince.

“Thank you for the kind reception, Prince Randova. May I inquire how was your journey ?”

“Rocky, beastmen warbands had heavily entrenched themselves in the woods. We’ve been clearing the woods as we go, but with every warband broken and beastman slain, another one pops up to take their place. While we had no sight of orks. I had heard from my messenger that your journey had been far more exciting.”

“Orks and ratmen, yes. On the plains we had encountered a large orkish warband, they had put up a fight, but my men had proven to be quite capable…”

The conversation, for most of the evening, revolves around the discussion of warfare, tactics and strategy. Upon the mentions of your father and his achievements, Pyotr appears to be quite impressed by him.

Throughout the conversation, you are able to get a good read on the man’s character. His mannerisms are rough, though by no means a messy eater, he favours eating with his hands and large bites. His questions and answers appear to be blunt and straightforward, but you notice that his questions always have a point to them, small questions that allow him to find out the greater situation. For example, he would ask how do you find the food in the borderlands, and through a series of questions, he would end up asking, how well the fishing situation in your settlement is looking.

Eventually, the true point of your discussion is reached, the talk about the road and the trade treaty.

“…as for the road, I am willing to have my men patrolling it and keeping it safe, of course, the construction cost would be split between us. And I am also willing to provide you with ore needed to make tools and equip troops at a favorable cost. Of course, this would be an exclusive contract of buying my goods, at once again, favorable price for you and your new lands.”

>Accept the deal as it stands

>Reject the deal

>Renegotiate the deal (write in)
>>
>>5002994
>Renegotiate the deal: Both of our forces will patrol the road, his men in his territory, ours in our territory, we cannot have one leader's men patrolling the roads exclusively as they would have exclusive access to and any tolls, tariffs, and taxes levied on passing merchants. The split construction cost is fine, though the precise split will have to be negotiated as he may have access to critical resources we need to construct the road that we do not have and we have no intention of buying the materials needed for the road only to end up contributing half the labour for the project while still paying for construction materials. That and some terrain the road passes over may be harder to construct on than others, so the cost split between us must take into account the extra cost of difficult terrain. Us buying exclusively from him is only acceptable for ores and goods of the same metal, other materials, and quality of construction as anyone else. To explain what I mean, if another seller is selling ores or metal goods of the same quality as he is and has the same or lower price and can get it to us in the same time or faster than he can, then we will still favour him and buy exclusively from him, but if they are offering an entirely different good that we cannot purchase from him or are offering a good of a higher quality than he is even capable of offering, then we are not okay with exclusively buying from him. We still want access to goods we cannot get from him essentially, but otherwise we are okay with favouring him assuming he continues to uphold our trade deal, treat us in good faith, and continues to provide us with favourable prices on ore and metal goods, plus the lump sum of military supplies promised by his envoy.
>>
>>5002994
>>5003024
Basically, I'm fine with the deal as is mostly, but I'm just clarifying some finer details.
>>
>>5003024

He's willing to concede half a weeks worth of travel time from your settlement to be patrolled by you, and you only having to build the road there. It is mainly flatlands, so the construction will be cheap. He's fine when it comes to the purchasing caveats. You already received military supplies from him when the messenger arrived with the 200 men in tow.

If you have more questions about the deal, feel free to ask.
>>
>>5003029
Would the Castillo fall under our area of influence with this deal? It might be decrepit right now, but it's still a strongpoint that can be used by patrols and an excellent location for a future second settlement if we should choose to make one.
>>
>>5003024
i will support this renegotiation

>>5002994
>>
>>5003046

In the original deal, the castillo would fall under his influence, in the revision it would not.
>>
>>5003029

In this counter to your counter, the castillo would once again fall under his influence.
>>
>>5003029
>>5003077
>>5003079
Are you sure that it falls in his influence if it is half a weeks travel time counts as our territory and patrol/road building responsibility? >>4988086 makes it sound as if we encountered the orks on the same day we left and the castillo was within marching distance of that battle before night fell. It makes it seem as if it were close to our village.

>>4987152 also makes it seem as if the woods that is a target of our campaign (or is our meeting point) is 4 days from our village and that would imply that the castle falls in our territory as it is closer to our half of the journey to those woods or we are otherwise meeting further into our half of the journey and then are travelling to these other woods, either way that seems to imply the castillo is closer to our lands.

Anyways, if it isn't in our territory, then offer 1 wealth for the castillo and a connecting strip of land to be under our domain, maybe go as high as 2 wealth but if we offer that then also demand the border of our territory to be recognized as being pushed up to where the castillo is, not just the castillo and as strip connecting it to the rest of our territory.
>>
>>5002994
>>5003100
Actually, you know what? 2 wealth for that is too generous considering what it can buy. 1 wealth for the castillo and our recognized territory to be up to and including the castillo, 2 for the same but he has to help repair it.

Considering 1 wealth is enough to equip 100 pikemen or at least pay them and considering even medieval villages had stone holds or halls for their knights or respective lord and a village certainly ain't funding or providing the men for a company of a 100 professionals, I'd say 1 wealth is more than enough for the territory extension and 2 is more than enough for that and some help repairing a mostly intact but worn down castillo.
>>
>>5003100

Oh shit, yea that was my bad. I should have increased the distance that you guys marched. You can assume that the distance is far enough from you that it would be a fair chunk of the road the you'd still control in half/half deal. The castillo was meant to be at the half point, once again, my bad.

The castillo is not under his control, nor anyone's for that matter, it is unclaimed land. You and him are basically grabbing any territory around the road presuming you can hold it.

Territorial recognition in the Border Princes amount to if you can hold it or not, so recognition is a moot point.

Hope that clears somethings up.
>>
>>5003117
Ah, thanks for clarifying. I wasn't desiring recognition from all the border princes, since that is impossible, just an understanding between him that the castillo would fall under our purview.
>>
>>5003117
I gotta ask, maybe we should consider asking the Dqarfs of Karak-Varr about dropping depth charges from the boats down into the lair/settlement/spawning grounds of the Troglagobs. Seeing as to how they're the only ones with the technology close enough to be able to deal with what will otherwise be a constant drain on our fisherman numbers as they can just dive if a fight goes bad and continuously breed their numbers in the underwater equivalents of greenskin spawning grounds.
>>
>>5003024
Agreed
>>
>>5003024
sounds good
>>
Sorry, it's been a while.

The Prince seems to see the castillo as the main issue of the deal, while you guys also want it.

Give me 1d100 best of 3 to see if you can't work your silver tongue.
>>
Rolled 75 (1d100)

>>5005015
slick talk
>>
Rolled 81 (1d100)

>>5005015
>>
>>5005015
np
>>
Rolled 34 (1d100)

>>5005015
>>
After some intense negotiations, you are able to reach a compromise, offering some minor trinkets (-1 wealth) in exchange for the castillo and an establishment of a recognized border between your two Princedoms.

Once dinner is finished, you retire to your quarters and have a good night’s rest.

Upon dawn break, you once more meet up with Prince Pyotr for further discussions.

“Princess Messore, as it currently stands there are still various warbands hiding in the woods:

>My scouts report a beastmen horde, a decently sized one, I had crushed them in battle before, but they seem to have reorganized themselves, if such a term could be used for them.

>There are some goblins skulking about the woods, some are riding spiders, if my scouts are to be trusted.

>Most concerning of all, my men had spotted humans within the woods, they could be bandits, norscan raiders or forces of another Prince, still, they are a threat to our current endeavours. “

The 2 heavy infantries will stay with you for the duration of the battle, you have enough forces to go after one target, but if you want to you can try to take on more. Feel free to ask any questions you want about the enemies
>>
>>5005195
>>There are some goblins skulking about the woods, some are riding spiders, if my scouts are to be trusted.
>>
>>5005195
>>My scouts report a beastmen horde, a decently sized one, I had crushed them in battle before, but they seem to have reorganized themselves, if such a term could be used for them

Do each of this forces have the usual weapons and equipment ? What about their troops ? Are any of this warbands known ? Possible positions or directions, where they are or where they are going ?
>>
>>5005260

The Prince has the best read on the beastmen:

They have whatever scavenged or slapped together shit they usually do, they had a tendency to implement line breakers, large creatures charging ahead with smaller creatures filling the gaps. The beastmen warlord was known as Tirox, but he was slain by the Prince and the warband scattered. The battle took place at the northern end of the forest, after which, it is unknown where the remnants are and how many.

He had a few small skirmishes with the goblins:

Mainly stone and wooden weapons, with few metal ones. Nearly no armour. He doesn't know goblins full forces, but spiders are used as a cavalry force alongside goblin footsloggers. His scouts had encountered them to your east.

When it comes to other humans:

He has nearly no knowledge, his scouts caught glimpses of few people before arrows started flying. That is all he knows. These incidents occurred to your west in the forest.
>>
>>5005361
nice
>>
>>5005361
Was Tirox known to follow any of the Chaos Gods in particular? I'd like to know if we have to watch out for a plague spread by Pestigors. Also, did Tirox have any heirs in his warband, particularly strong offspring likely to have taken over his forces after their father's death?
>>
>>5005361
Do we know who the leader of these Forest Goblins is? A Shaman or Warboss? And do we know if they have any secret trade routes with the Troglagobs near our territory, that we could cut off in order to weaken both Greenskin tribes? A loss of a fish food source would be a good blow to them, with the loss of any silk or carapace armors sent to the Troglagobs being a good blow to those wet mushroom boys as well.
>>
>>5005195
>My scouts report a beastmen horde, a decently sized one, I had crushed them in battle before, but they seem to have reorganized themselves, if such a term could be used for them.
>>
>>5005457
>>5005460

He has no idea when it comes to Tirox or any of his offspring. He seemed reckless, charging head first into the enemy at any given chance.

No leader for the goblins has been spotted.

A secret route wouldn't be a secret if people knew about it.
>>
>>5005489
Reckless? Potentially khornate. Would mean we'd have to watch out for khorngor berserkers, or worse, mi otaurs and their more hideous & deadly further mutations.
>>
>>5005195
>>My scouts report a beastmen horde, a decently sized one, I had crushed them in battle before, but they seem to have reorganized themselves, if such a term could be used for them.
New thread?
>>
Maybe we could archive this thread, yeah
>>
Archived

New thread >>5007312



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