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Author Topic: (TSG) Warlord  (Read 8323 times)

escaped lurker

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Re: (TSG) Warlord - Invoking story mode
« Reply #60 on: June 05, 2013, 01:34:11 am »

Spoiler: OOC-Talk and Decision (click to show/hide)

You exchange a few words with Murak, and he assures you to give appropiate and immediate notice, should he hear anything omnious or potential endangering from the inhabitants. Reassured you knock on the door twice, the hallow echo that spreads inside quite audible through them. After a short while the doors open inwards with a creak - making you ponder the common sense of these elves for a short moment. Pulling them open is a seemingly young elf, clad in grey-blackish robes, ornamented with a silvery round object on the front. The priest? is seemingly mortified by your presence, a circumstance that even your elvish "Greetings" does not seem to alleviate. He stands frozen for a few moments, his eyes darting between you, Murak, your empty hands and the axes that are fastened to your belts. You find his actions not really worthy of praise, but not too shabby overall - he seems to look for the right things at least. Murak takes it unto himself to repeat the greeting, and the elf finally snaps out of it.

<"What in the hells would Orcs be seeking here? Would you be so kind as to state your buisness?"> After the message - nebst niceties - has been relayed to you, the translator goes about his buisness as usual.
<"As the Lord of these lands, the later should be his question. The Lord's subjects were most unhelpfull in the matter of explaining your reasons for being here."> Indeed, Murak may be one of the only ones able to translate a plump orcish inquiry into elvish courtesy - a skill that he had ample time to practice as of late.

Soon enough you have established him to be an acolyte of the glorious moon-god - remembering that they somehow seem to worship the night, not a surprising notion to you. He goes on that any buisness that you might have would need to run through one of the High-Priests, being easily available with this being one of the main-temples. He excuses himself, and as he is not sure to set the precedent of allowing non-elves into the temple, he requests you to stay outside of it for the time being. Your translators complaint about the overcomplicated words the elf seems to be using is met with a chuckle by you - wich shaman does not like to talk in riddles after all?

Soon enough a quite elderly elf comes into view, raining a word of blessing onto both of you and ushering you into the building. He seems to be very surprised by your visit, and tells as much. Your retort it to be no wonder, with the elves hiding this particular part of your possession from you - he would hardly suspect you to visit after all, a point he seems unwilling to respond to. He asks you for the reason of your visit, but does not buy your reply that you would like to know more about the religious needs and views of your populace. After some further exchanges, you wanting to know what this temple would be all about seems satisfying enough to him.

He goes on about it being a holy place, where the lands of the earth meeting those of the moon are visible. Obviously to tread upon such a place would be pure blasphemy, but indulging its sacred view from a distance is another matter - enlightening and blessing even. To that end the tower was built, elevating mortal souls enough to see upon the holy planes without tainting them. Your inquiry if you would also be able to enjoy the view is met with surprising approval, on the one condition that it would have to be daytime, lest he could invoke the wrath of his god. Pondering the matter, you trust the feeling in your gut and just go for it, trusting the elf not to try anything funny. You advance some flights of stairs, noting the interior to be quite lackluster and functional, if not downright meager. Ascending the last case of stairs, you find yourself on an open platform, seemingly aligned with the nightwards twin-mountains - a motif quite prevailant through the crafts and elvish banner of your province. Seen from that angle, you are quite sure that these mountains could be touching the moon, proving the seemingly zealous faith of the priest to be not without reason.

Being able to set foot onto Wuruzov's eye - a frightening thought if there ever was one. As one of the two-faced goods he is surely not known for his mercy. Well, not like any orcish gods are, but he is said to be the most demanding of them - and the most cruel if failed. As you are no shaman, the true implications of this place elude you - but you are quite sure that it should be of interest to them. You continue your questions toward the priest, but according to him only one elf ever made the journey, and his curse was ever cruel. You let Murak jot down the tale, as it just might peak the interest of the shamans - ink and parchment provided by your host.

After continuing your conversation with the priest, you come to the conclusion that they really just might train their own bred of shamans here, with the notion of insights glimpsed from the moon shared by the orcish shamans. Since the war only one priest and five acolytes reside here besides him, with others presumebly not taking the journey out of fear for revealing this place - a moot point by now he agrees, and you are somewhat amused by his honesty on the matter.

Menar - as his name seems to be - is not quite pleased by the possibility of your shamans taking an interest in this place, but with you mentioning that only those worshiping the god of the night would dare to do so he seems pacified. You also inquire into the forms and spheres the elvish moon-god is said to take, but it seems that the so-called all-father is able to draw from all the essences of the world - a concept that seems very alien to you. The whole conversation does so, in fact - but the truth of the matter seems undeniable. You had seen the mountains from afar, but up so close you can truly envision someone making his way towards the moon at nighttime.

After leaving the tower you are mentally exhausted, and prying through the canopy even from your lower position the mountains seem high enough for what the priest implyed. You are quite sure to call for a shaman that has given his soul to Wuruzov, but for now even the tribute for the Supreme Chieftain seems secondary. You spend the two days back in deep thought, but your inital plan does not change.

Spoiler: Conclusion (click to show/hide)
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Parsely

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Re: (TSG) Warlord - Invoking story mode
« Reply #61 on: June 05, 2013, 01:44:20 am »

Yeah, the wording is pretty awkward at times. I think I'll just lurk from here on out. :/
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Mithras

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Re: (TSG) Warlord - Invoking story mode
« Reply #62 on: June 05, 2013, 04:20:30 am »

Well that makes our eventual plan to do the impossible and cross the mountains much more interesting.

But it doesn't solve our immediant problem of a gift. Good Elven  Bows would make a fair gift, I think even if we don't implement the two class system elevating the crafters so that they are taxed in a few goods of our choice would be sensible and profitable. A cloak or something would make the small tribute a little larger, the cloak should prefeably made from something dangerous or rare in the homelands, if we can't find anything appropriate get the leatherworker to make our cloak prettier and give them that.

As far as I understood it the Roman system rested on three pillars, the aforementioned infrastructure, tolerance for local cultures and beliefs and Roman citizenship. We cannot supply the third, because no elf can ever expect to gain rank within orcish society and so becoming a citizen holds no real interest to them, we cannot promise them that if they behave well for x years they'll become an orc with all the righs of an orc as that is well beyound our remit, and probably not a very attractive proposition.

It is also worth noting that the empire in the Roman Provinces worked on four rough classes.
The ruling class, a tiny minority of people from Rome (i.e. who had been Roman Citizens for several generations) who took high positions as a sort fo waypost for more prestiges titles elsewhere.
The local nobility, the majority of the people who did the actual ruling in the Province were from established nobilities within the province, they made careers out of it, sometimes they became art of the actual ruling class and went on to further political power elsewhere, usauall ywith an army behind them.
The Soldiers, those responsible for keeping law and order within a province as well as those that provided most of the infrastructure. The catch is they weren't actually Roman Citizens, they were subject people from elsewhere in the empire. (For example Britain was mostly garrissoned by soldiers from the Balkans, these people put down rebelions and built roads in the province so that they could retire to citizenship and their own plot of land, usually in the province they originated from.
Everyone else, whether citizen or not didn't have much say on how the country was run. Those who weren't citizens normally went about their everyday lives and paid taxes, just as they had done before.

While I'm not saying a Roman approach to rulership is impossible, and taking some hints from it are obviously advisable we lack several key ingredients. Citizenship into orcdom as a privilage (it has been established that if you don't have a rank being an orc is probably less pleasant than being an elf), a nobility to co-opt, a disciplined army hoping to gain privilages elsewhere, the means to build a complex and impressive system of infastructure (note we did not build our fort in nearly as little time as a Roman Legion would have done), oh and something else which we should get eventually a tax base for which to pay said army and build said infrastructure.

I guess what I'm asking is which specific part of Roman rulership principle should we apply, and would it work in isolation of the others?

By the way I'm modeling the two class system on French, Belgium and British exploitation colonies in Africa. The idea is to eventually leave the business of day to day running of the colony to the locals while the rulers focus on making a profit. As the ruling powers were too strong (the European powers used technology, I was hoping to use the fact that we're orcs after all) to confront the majority of the resentment was chanelled at those who the powers lifted above the others. Granted if we ever leave we might cause issues as great those being suffered in Africa today, but I imagine such consequences would be beyound the scope of the game.
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RAM

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Re: (TSG) Warlord - Invoking story mode
« Reply #63 on: June 05, 2013, 08:30:28 am »

I am a little uncomfortable with the common elves despising us, but the system did work, more or less. As for the Roman model, I am just sort of using it a vague influence.
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Re: (TSG) Warlord - The Gathering draws near...
« Reply #64 on: June 06, 2013, 12:39:26 am »

Spoiler: OOC-Talk and Decision (click to show/hide)

First year - July - 7th year of Uzgath's Reign

After returning from the Tower, you continue with the preparations towards the gathering, namely you arrange for a message towards Rakzul. The content is pretty much a soft apology that you were unable to follow his invitation up till now, as important buisness kept you - but that you would be more than willing to travel with him to the gathering. Later in the month your rider returns with his awnser, in wich he specifies a date where you are to meet up in Nerindras, 10 days before the end of August. He also mentions that he is sure to watch the marauder participating in the fights, something you certainly do not plan on doing.

Deciding that the tribute could include elven craftswork, you go about aquiring a bow worthy of being presented towards the Supreme Chieftain, but the elves only have practical bows - and most of them show telltale signs of usage. With no wood prepared for making a new one, you let the men inquire in the outlying hovels, and they seem to have more luck. One of the elves, and old fletcher, seems to still make them as a sort of pasttime, and he is willing to part with the artfully crafted bows. After browsing his collection, you decide on a sturdy longbow, wich even you have a bit of trouble to draw. He finds your interest in his bows a bit odd, but seems quite honoured by the attention, making you a good deal - even adding some fine arrows to it. At the end of the day you have five silvers less, but a hopefully fitting present. You also think about gifting a coat or similiar, but as the game here is nothing uncommon, it should be made of especial skill. You do have some very fine pelts and hides, but deciding that it ought to be of elven make you approach the leatherworkers of the village. At first they are unwilling to comply, but after seeing that you are serious about the matter they quickly do so. After a few days they present you a good coat - it is clearly elven and while not as impressive as the bow you think it will have to do.

Deciding that something ought to be done about the hostility directed at you and your kin, finding the root of the elvens problems seems like a good start. They seem to regard the thought of you caring for them very highly, many just outright surprised that you would do something like that - your kinsmen don't really seem to care for the matter in general, but that sits just fine with you. Your discoveries are that illness is one of the main problems ailing them. Often enough the sick are very malnourished, but wich of both is reason or cause is above you. They also don't have anyone skilled in the matters of healing, the one they previously had drafted for and fallen in the war. Many of the houses are in disrepair with the air inside more than unpleasant in some, and that bad air might cause sickness is something that you have heard of before. Adding to the disrepair of the houses is the lowly clothing of most elves - after seeing it in person you wonder how some of them made it through winter.

You are not sure how to solve the problems that the villagers face, but seeing that the refugees have lived in the two hovels appointed to them for quite some time now, you decide that they should get some new ones- and more spacious or numerous - nebst to their fields. The same obviously goes for the orcish farmers, and after the pallisade is finished in the later half of the month, the men are promptly set to work at the housings. You also sport some thoughts about giving the elves different rights and similiar, but are not able to come to a conclusion on the matter.

Surkoz scouts have discovered a very fine spot, a bottleneck on the road towards the duskwards border. Protected by cliffs on the side of the elves, it would make for a most welcome staging point in defending against a possible invasion. While a rough climb from your side - and an almost impossible one from the elven one - the cliffs also easily double as watchtower. The men posted there will slowly work on fortifying it on their own, with your carpenter taking a couple of looks at it when feasible.

With the flooding in spring, the elves do not really put up any resistance when you tell them to build a drainage channel - you handing them the stones to do so and better the irrigation seemingly being part of their decision. They make ample progress, especially with the weather being nothing short of perfect for half of the month. After that it slowly turns dry, but nothing that the plants couldn't take by now.

Gózul comes back a week before the change of months, and you both catch up with each other. The elven goods were not as well recieved as you had hoped, and the same notion is said by you about the influx of farmers. While the leatherwares were soon enough sold, he also had problems to sell all the hides, or at least those of normal quality. After paying back the debt and travel expenses, he hands you some 100 orcen silver, not bad actually. Most orcs were not persuaded that your province is indeed safe, even with Gózul claiming it to be so. Still, he was able to interest some leatherworkers through the abudance of rough materials, a handfull of farmers wich fields lay barren once too often in the recent years and as luck would have it, a freshly independet shaman that he happened upon in some village. Some of them arrive with him, others took the opportunity to trade at Nerindras and come a few days later.

You ask the shaman Kashuk about his opinion on the tower, but he also feels that someone serving Wuruzov for a significant amount of time should be involved in such a matter - him not having choosen one specific god for that matter. He does know of a few that would fit the criteria thou, and you might find them at the gathering.

Sparring and training progresses smoothly, and your decision to try fighting with two-handed axes really pays off. Some specific muscles that your new weapon strains more than they are used to will need to catch up thou.

Taking Gózuls report into account, you are not very enthusiastic about elven tradegoods, but you decide to pack some for the gathering - even if they might not make too much of a profit there, it might boost interest in the province. You do not forget to remark that you would prefer it if he were to discuss matters with you before acting - while you make it clear that you trust his decisions, there could always be unforseen happenings.

What are your plans for next month?

Spoiler: Ninkasi (click to show/hide)
Spoiler: Land and Places (click to show/hide)
Spoiler: Military View (click to show/hide)
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RAM

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Re: (TSG) Warlord - The Gathering draws near...
« Reply #65 on: June 06, 2013, 05:29:10 am »

Hrmmm, having the elves fall apart on us isn't really helping, we should probably make an attempt to pay them fairly for any trade good s that they can provide.

On the matter of laws, well, we would need punishments. We could set up some stocks easily enough. Some long-term confinement would probably be a good idea, but expensive for its value. Banishment is rather difficult to enforce if the subject is not well known and we do not control our borders. Fines and forced labour can be useful, but tend to breed discontent, but that can be ameliorated by spending the proceeds on repairing whatever damage the crime caused. I would rather avoid inflicting death in civil matters, as it sets a poor precedent for how civilians might wish to express their frustrations...

As for the laws themselves, well the basics are obvious enough, don't damage or exploit things for which you have not acquired responsibility. I approve of special protections for the integrity of anyone acting on behalf of the government. I am not so fussed if someone is an orc or an elf, so long as they are cooperating with our governing...

As for civic projects, I would like to get good roads between us and the orcish lands built.
We could consider easing taxes in light of the water-damage incurred by the first crops...

I am hesitant to get involved in repairing the elven village, but there would be some advantages...
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Mithras

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Re: (TSG) Warlord - The Gathering draws near...
« Reply #66 on: June 06, 2013, 06:39:32 am »

As I see it the main advantage of the two class serf/slave system at the moment is that we can identify those who wish to become serfs and those who are most valuable to us and demonstrably better their lot. This means we can show that our government provides benifits without the cost or manpower of providing said benifits for the entirety of the population. If that doesn't seem to be worth it then there's really no point implementing the system.

I observe that the village does not have much money, yet they still manage to share goods between each other. I therefore presume that money isn't that much use to the elves and benifits in terms of food security, better housing and other things are a fine method of payment.

I'm trying to think like an orc, I can't imagine that the orcs we depend on for our military security (and who are the biggest risk to our own security) would be impressed with equal treatment of elves, we won the war after all. Further we are part of a larger orcish society, even if an elf had equal rights within our society other orcish leaders might take a dim view of that.

As for actually doing things, set up any and all crafters in comfortable accomadation and make sure they have everything they need to keep crafting, if they need anything we can't provide see if we can find it at the gathering. Ditto with the Shaman, find out if they know the basics of healing and set them too making the orc's spiritual lives more rich and everyone's normal life healthier.

Set up some sort of arrangement for Gozul, Murak and Surkoz to share power during our absence. Maybe a system of voting where at least two of them need to agree on a course of action for it to be carried out. Give Surkoz a chance to think about what bit of land he wants when the time comes.

Otherwise prepare for the journey.
(Also I think we should particpate in the big fight, we wont win, but we might get a name for taking out some contenders early on.

I generally agree on the laws, but given the flavour of the time I feel death or mutilation for those who harm our rule in any way is reasonable, and probably expected of us.
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kaian-a-coel

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Re: (TSG) Warlord - The Gathering draws near...
« Reply #67 on: June 06, 2013, 07:53:12 am »

Indeed, we need laws. Follow traditional orcish laws, with some modifications (if necessary) to accomodate the elves.
I agree with the two elven castes system.
Serf (refugees), who are rather free, are prioritary in our efforts to solve problems (housing mainly), are dispensed from military service if they can be useful in some other way, and so on.
And "slaves", who are lower priority and have less weight in our decisions. Basically we care first and foremost for our serfs, and if we can spare the time and ressources, for the slaves. Also, we always pay the serfs for good and services, while we may requisite slaves' goods and work if we want (in practice we usually pay, but if they act rebellious, we may not.). Taxes stay mostly the same for both.
The elves loyal enough toward us become serfs. We may retrograde serfs back to slaves, but only in specific cases (as a punishment for some infractions).
Punishment include being stripped of one's rights (serf caste to "slave" caste, "slave" caste to real slave), mutilation, death (those last two are extreme. Only severe crimes should be punished by this. We cannot afford to slaughter our workforce as it is), and of course fines.
Laws for slaves, serfs and orcs will differ. While serfs should not be given the same rights (and duties) than orcs, they are still above slaves.
Example:
Kill a slave: pay his next taxes.
Serf kill a serf: back to slave.
Orc kill a serf: pay his next taxes and the ones after.
Kill an orc: death penalty, preferably by the hands of the victim's family (or whatever the orc custom is).
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Re: (TSG) Warlord - The Gathering draws near...
« Reply #68 on: June 06, 2013, 08:49:24 am »

I observe that the village does not have much money, yet they still manage to share goods between each other. I therefore presume that money isn't that much use to the elves and benifits in terms of food security, better housing and other things are a fine method of payment.
Hrmmm, having the elves fall apart on us isn't really helping, we should probably make an attempt to pay them fairly for any trade good s that they can provide.

The Elves did not part with any of their heartlands, after their initial defeat they were fast to accept the orcish terms, lest those have more success - and more demands. While settled quite some time before that, most of the area was not in elven control for more than two generations. As for the previous tenants, we sure haven't seen them around. Back to topic, the elven goods did not find buyers in the orcish homelands - the odd roving trader that passes by still does trade them, but most of the goods are practical in nature and the village produces much of the stuff used in your province. They are not really falling apart at the moment, to cut it short.

I'm trying to think like an orc, I can't imagine that the orcs we depend on for our military security (and who are the biggest risk to our own security) would be impressed with equal treatment of elves, we won the war after all. Further we are part of a larger orcish society, even if an elf had equal rights within our society other orcish leaders might take a dim view of that.


I generally agree on the laws, but given the flavour of the time I feel death or mutilation for those who harm our rule in any way is reasonable, and probably expected of us.
Well, as the Relations show, the orcs are pretty ok with the refugees while contemptful towards the villagers. Much of that is in line with your train of thought - the elves have lost the war, and should act the part.

As for orcish laws, you obviously need to seperate the inked ones from the rest of the mold. They basically are somewhat vengeful with "an Eye for an Eye" policies. Minor crimes will get away with amending damages, and a flogging by the local authority - the public humilation is quite mortifying for them. Any major crimes are often enough considered as racial treason and those sentences are quite harsh. Orcs are not above personal justice and most minor disputes are settled between the parties fists. On that matter, killing outside of battle is actually quite the taboo for orcs, being either a very shamefull display of weakness or the mentioned racial treason. Infighting is honorable buisness thou, and there the inked privileges come into play.

Update later in the day.
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Re: (TSG) Warlord - Meet the Grand Raider
« Reply #69 on: June 06, 2013, 04:22:57 pm »

Spoiler: OOC-Talk and Decision (click to show/hide)
First Year - August - 7th year of Uzgath's Reign

With Gózul back from his travels and some time for such matters, you go on about the problem of how the elves should be treated, and wich laws should be opposed unto them. You also include Kashuk in the talks, but soon enough find out that he is quite the traditionalist - he finds your approach of the elven problem to be weak, will refuse to heal any but those that have sworn fealty to you - or any other orc, for that matter - and even spreads his views freely. The men agree with him and the shaman proves himself to be quite a shrewd character. You also can't deny that he speaks the truth, but still hang on to your own views on the matter.

In the end, the elves will be treated by orcish law, only quite a bit stricter. Obviously any rebellious acts will incur harsh treatment, but you hope that the whole matter will only stay a formality. Overall the orcs seem to have wished for harsher laws against the elves, but after stating your point of view they easily enough agree. There is no use in riling them up, and no honor in beating farmers that don't even know how to wield a weapon. You also make it clear that any lower matters are to be decided between the parties - a point that your kin obviously likes far better than the elves do. The later seem to at least appreciate the thought of having some laws, a step above their current situation.

Discussing the matter of reaffirming his serfdom under new conditions, Alanor seems very undecided, mostly fearing retalitation from the other elves. You assure him that this would be treated along the lines of having attacked an orc, at wich he changes his opinion to broad approval. While at first not sharing his enthusiams, he soon enough has talked his peers into it. The other elves don't really seem to mind the whole matter, seeing it only as an extension of the current situation.

Soon enough they have sworn an oath of fealty to you, making them your first followers amongst the elves. Kashuk is very intruged about the whole matter, but in a good way - he spreads some of his enthusiasm about it towards the others and while that is in your interest, his influence is worrying.

Thinking about the possibility of direct trade with the homelands, you are pleased to find that there already is a path that runs most of the way. It would need to be broadend and worked on to make it traversable for carts, but it would be within the capabilities of your workforce. The real problem lies within Is'vell, as you would know of no paths of there, and no bridge near there to cross the river that held the old border either. You also would need to discuss the matter with the one ruling over the province, but that is a matter you could easily attend to at the meeting. For now some scouts will search for any paths that may be yet unknown, and any places where the river would be passable. In the case that these prove useless, they also will search the mountain-range for any traversable passes.

With the month cut short, and relaying orders about what to do in your absence, your training seemingly suffers from all that other work - you can't really seem to focus. In the meantime you hear from Gózul that the men respect you for the effort and by now reckon your fighting to be at least at the higher level of a normal soldier.

Surkoz, Gózul and Murak will lead the province in your absence - while you had feared that the shaman would also express an interest in this, he has not mentioned anything in that regard. With ample time left you start towards the meeting with Rakver, Surkoz keeping you company as he also wishes to meet your neighbour. It is good that you started your travelings early, as the heat in the lower lands slowes the wolves down more than you would have thought. Arriving quite timely at the town that surrounds the intersection of roads - a hub for trade and traveling - you have not much time to spare untill your meeting. Asking around, the people have no problems to point you towards their lord.  The Grand Raider seems to stay at the former nobles residence - quite easily to find because of its appearance. Leaving the wolfes outside, you are greeted by him in person. Soon enough some meals are served, and you begin your chatter.

Anything special that you would like to discuss with him?
Also, what orders did you leave your own "council" with?


Spoiler: Trivia (click to show/hide)

Spoiler: Ninkasi (click to show/hide)
Spoiler: Land and Places (click to show/hide)
Spoiler: Military View (click to show/hide)
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kaian-a-coel

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Re: (TSG) Warlord - Meet the Grand Raider
« Reply #70 on: June 06, 2013, 04:41:01 pm »

Would it seems weak to... sort of swear fealty, but not really? More like swearing mutual assistance while quietly aknowledging the inferiority of our possessions. If it would appear as weak and earn us disapproval, don't do it. If it's something usual, please do.
Otherwise, discuss the state of the region, how other Marauders/Great Raiders fare... And how he, in particular, rule his land. Look for a bit of advice here and there. Speak about the Meeting, that kind of things. Also trade.

As for our "Counsil"... Well keep things straight, ensure the Shaman don't get too powerful, and make things more orcish. While not killing or mutilating people for nothing or next to nothing.
Particular areas of interest are food and housing. Let them judge the priorities.
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Re: (TSG) Warlord - Meet the Grand Raider
« Reply #71 on: June 07, 2013, 01:15:11 am »

Spoiler: OOC-Talk and Decision (click to show/hide)

At the table with Rakvar - Grand Raider and up till now quite helpfull neighbour


You first exchange some orcish pleasantries - not that there are much of those or that they would be important, but the talk is off to a good start none the less. Obviously not forgetting to thank him for the relief he provided in spring, the topic soon centers about both of your provinces.

He admitts envy towards your lord-less province, as he has the houses of Nerindras and Eres-vaar to worry about. The elves still see them as their rightfull rulers and as such he is forced to work together with them. Using their influence they undermine his at every possible step and he had to put down three peasant uprisings in this year, avoiding a forth one closely. He would gladly kill them off, but that would make matters worse - for now he rules with a bloodied iron fist. Relaying the situation in your own province to him truthfully, he is quite interested in how you got them to behave. At some point you both agree that having no elven lord might have been a lucky break for you.

Speaking of the other provinces, he tells you that zenitwards Lathanor also had its share of problems, but they were solved by working the surviving dissidents in the mines - while making very sure that they would stay there and that their fate would spread around. After inquiring you also find out that the mine seems to have copper only - but in very vast quantities.

Is'vell is said to be somewhat peacefull, and is kept that way. The Elves were hit by the mob and know better than rebelling by now, many have fled during the war thou, and some still try to do so.

Trading is also a topic that comes up, with the city you currently reside in being his main provider of income. He admits that except fish, fruits of field and animal husbandry his province has not much to offer - the greater number of elves working against him yet again. Is'veel has obviously easy and good trading with the homelands, and Lathanor has its copper - he does not know much more about his neighbours than that.

Soon enough you shift your talk towards the gathering and he expresses a bit of worry, but tells you that his informations about the current political situation might be flawed - he would like to hear about the truth himself and will be sure to listen what The Council has to say about the matter.

Your talk has gone on for quite a while, and Rakver bellows for the table to be cleared;
If you still have something to talk about right now, this would be the time to do so.

Spoiler: Trivia (click to show/hide)
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kaian-a-coel

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Re: (TSG) Warlord - Meet the Grand Raider
« Reply #72 on: June 07, 2013, 06:16:18 am »

I was wondering, halfway through the Trivia, why we had Marauder but not Headhunter. The answer was two lines below ^^"
For now... Well we may speak of trading our hunting takes for his fruits and vegetables, otherwise we may go straight to the Gathering.
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
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Mithras

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Re: (TSG) Warlord - Meet the Grand Raider
« Reply #73 on: June 07, 2013, 07:35:25 am »

he has helped us, he's also a lot bigger, it might be worth telling him that we're willing to offer whatever aid we are able to.
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escaped lurker

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Re: (TSG) Warlord - Unexpected Circumstances
« Reply #74 on: June 07, 2013, 11:45:09 am »

Spoiler: OOC-Talk and Decision (click to show/hide)

Still at Rakvars Table

Your host proves to be a very pleasant one, as it seems he prepared beforehand - after the table is cleared, two jugs and some goblets are placed on it. Some of the better stuff that the elves make out of fruit, as the Grand Raider tells you - and one of his main trading goods. It does taste a bit strange, but after the first few gulps proves to your liking - and it's content is not half bad either, as you find out the next morning.

The topic being trade again, you ask him if there would be interest for hides and choice cuts of game. With the elves keeping livestock he reasons that there won't be that much of a need for leather, albeit you still should be able to sell for reasonable coin. The meat on the other hand should sell for a very good price, as him tributing a good part of the provinces meat for his many wolves has driven up the market value noticeably. He also tells you to disguise your planned trading route towards the mainlands as a path meant for military reasons, seeing as a rider would take at least a week longer on the routes available now, not to talk about ox-drawn carts. With such a reason noone would really be able to refuse you. He jokingly admits that it might even end up as such and for that reason alone you should go along with it.

From there the content of your talks go astray, with topics like a "copper-elf" from the mines being 20 Silver, the drought that hit parts of Is'vell and how he really thinks you should participate in the matches at the gathering. He also remarks that with himself close to thirty, he ought to think about making use of his four straps, and get himself those wives and at that point your talk really trails off into the personal.

At a fitting point of the evening you also offer him your assistance should he need it, seeing as you are neighbours that could profit from each other and he already has helped you out once. He takes to the idea, and suggests that the both of you could make an oath about those matters at a fitting time - namely at some point after the gathering.

Both raiders really hit it of later in the evening, discussing their trade with great detail and passion. Your layman questions cause one or the other laughter, but you learn a lot about their tactics. Rakvar also notes that while you received skirmisher rights by default, you should be able to get other troops if you prove your capabilities in that area to The Council - provided that you don't recieve any kind of rank that would tie you to specific troops before that. You ponder the matter, but as it would be a choice for next years gathering you quickly store the notion in the back of your head.

On the Road

Come next morning you set out early, with Surkoz seeing you off - you both splitting up the four wolfriders that accompanied you. The Grand Raider himself has an entourage of four - his finest, as he assures you. You make good progress, and let the wolves rest during the midday heat - a good choice as far as you are concerned. Rakvar assures you that this is the method to travel by and that you will come with ample time to spare for anything important or worthwile - the market surrounding the gathering obviously starting and ending weeks from the real buisness.

It happens on the second evening after your departure, a good way into Is'vell. The wolves got wind of something and from their behaviour you could tell that it was not game that they smelled in the air. Rakvar seemed to tell more of it, because after darting to the side, a bunch of arrows pierced the ground where he and his wolf stood just a moment before. Looking at the vague direction where they should have come from, you are able to see a steep slope, set against the glare of the evening sun. You are able to spot some shilouettes - lesser than then if you are right - wich undoubtly are nocking another arrow by now. The wolfriders draw their weapons, your two companions included. After a short curse two pair of eyes dart to you, seemingly awaiting orders.

What do you intend to do?
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