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Author Topic: Blackwater Coast IC Thread  (Read 9142 times)

Ghazkull

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Re: Blackwater Coast IC Thread
« Reply #105 on: September 11, 2013, 05:59:49 am »

[1] Sneaking out does fail, the widows are constantly watching you. Even when you try to explain the issue they are not willing to let you go [3] at least they promise to bring a mid-wife.

[?] The Mid-Wife takes a good look at you and determines that you are indeed pregnant. [6] Luckily the widows are outside. She passes you some brew made from nightshade and tells you to make your choice, then she goes outside and tells the widows that you are not pregnant but that she will take you to a doctore to make sure.

Minutes later you are finally away from teh coven of hags.

"I am Corinna. You find me at the marketplace if you need a place to sleep. Now make your getaway before they send somebody to look for you. Once they have you they not gonna give you back.heh. Anyway, the brew i gave you, is gonna abort the pregnancy...it's your choice whether to take it or not. I gotta go, good luck."

With that Corinna vanishes in a side street.

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Azthor

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Re: Blackwater Coast IC Thread
« Reply #106 on: September 11, 2013, 09:34:42 am »

Have a trade post built in Kol'Thelos and a merchant enclave erected, upon the Duke's authorization; all goods to be sent to Trinicria by land.
Initiate the sale of wine surplus from Trinicria to Kol'Thelos, also by land and upon the Duke's authorization.



Edit: for some bizarre reason unknown to me, I had forgotten to factor in caravan/trade ship costs, that has now been amended.
« Last Edit: September 11, 2013, 07:19:42 pm by Azthor »
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TCM

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Re: Blackwater Coast IC Thread
« Reply #107 on: September 11, 2013, 07:19:05 pm »

Alexis looks at the vial, down at herself, and then back to the vial. This was all so sudden...She put the vial away for now, deciding that she would think about it later, as she had more immediate problems.

Alexis made it her goal to run to the most desolate part of town, where the widows would never be able to find her, and hide there until dark.

((Wow, with all the threats and dealings of the other players, I'm surprised Alexis has gotten the hardest decision to make so far in the game.))
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Patrick Hunt

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Re: Blackwater Coast IC Thread
« Reply #108 on: September 12, 2013, 08:00:30 pm »

Arriving in the middle of the day a Messenger was escorted into the Dukes meeting chambers and bowed before handing a note to the duke and awaiting a response.

Spoiler: Note (click to show/hide)
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

Shootandrun

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Re: Blackwater Coast IC Thread
« Reply #109 on: September 15, 2013, 02:20:59 pm »

The Duke frowned upon seeing the messenger, and frowned further upon reading the note. When he looked up, his annoyance was visible.

"Seventeen thousand men? What sort of nonsense is this? Where in the name of Kol did your tribe master manage to find that many enemies in one season? Where do they come from, what do they want?"

Kol'Thelos recruits one regiment of Light Noble infantry (1000, Levy Reserve, Light, Structured, Recruits) - cost 1d, upkeep 0.75d
Word is put out by the Duke that the city may be be interested in hiring mercenary troops.
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Patrick Hunt

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Re: Blackwater Coast IC Thread
« Reply #110 on: September 15, 2013, 05:57:19 pm »

" That is the combined number of the enemy tribes warriors including the old and those about to come of age as best we can tell. They could draft even more if they include the younger children who will still have years of training. As you know they raid regularly and we are no longer in a position to hold them back.

The tribes combined men numbered over 30000 possibly 35000 even but a few months ago. My tribe may have been cut down but they paid in blood to do it.


As for what they want? Maybe us, maybe just to begin raiding new lands now that we are not around to stop them or maybe both. Whatever the case may be they are going to come so I was sent to tell you how many they are.

We are attempting to sabotage the alliance between them before it comes to that and searching for any survivors of our tribes or the minor tribes that have been destroyed and absorbed as well.
"

« Last Edit: September 15, 2013, 05:59:56 pm by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

Shootandrun

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Re: Blackwater Coast IC Thread
« Reply #111 on: September 15, 2013, 06:22:13 pm »

Alecto hand-waved the messenger's words aside - instead of the usual smooth and dismissive movement which seemed to be a tic of his, however, that one was abrupt and rather impolite. In a logical succession, his speech was also faster-paced and much less affable than usual.

"Idiotic. We cannot have a war in sight - even the possibility of a war - and not plan for its coming. To hide behind a sabotage attempt would be to refuse to flee from the forest fire because a pond stands between us and inferno. Go back to your master and get him to show up here, with all his tribe. I'm calling a war council. If he cannot come here within a week, he's no longer welcome in Kol'Thelos."
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Patrick Hunt

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Re: Blackwater Coast IC Thread
« Reply #112 on: September 15, 2013, 06:28:56 pm »

The messenger nods and leaves the room speaking over his shoulder.

" If it fails we've lost nothing if it works then we weaken our enemy. I was sent to you the moment we had information to share. "
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

Ghazkull

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Re: Blackwater Coast IC Thread
« Reply #113 on: September 23, 2013, 12:58:12 pm »

Year One: Winter
((from now on please post your spoilered summaries below your actions so that i dont have to search for them all over the place.

Heltania

Even thougAh Heltania had a change of Leadership, things continue as normal, as it had always been.

[6] Even though Samus went mad the Agricultural Reforms he initiated were extremely successfull and soon the lands around The Capital of Talrius were prospering, and soon enough a Bunch of Granaries to store the Seasonal Produce from Heltanias farms turned into a prosperous town.

[2] [4 vs. 6] However increasing the Security of the Sultanates Trade Routes wasn't as successfull as hoped. WHile Bandits were indeed engaged they proved to be hardier than the Heltanian Patrols and 40 men were lost in skirmishes and ambushes all along the Trade Route with the Bandits.

[6] Your Call for Merchants has been heeded. Soon enough a Shadar Envoy reaches Talrius and offers to renew the Trade Agreement of Old. Shadar Merchants will deal with the Shipping of Goods if you wish or if you can procure a Merchant of your own then one of them can handle it.

Days after teh Shadar Envoy rreaches Talrius, you are awakened by a Guard at the brink of Dawn. a Massive Column marches towards the City. As it closes with the city you notice that it flies the banner of the Dwarven Confederacy or rather the West Peak Trade Company. Preceded by a Marching Band and at least 3 Companies of Dwarven Soldiers marching in Orderly Ranks a Fat Dwarf is carried by several Greenfoot Tribesmen on a Palanquin. The Amount of Wealth Displayed here almost makes you blush.

It turns out the Dwarf on the litter is no other than Trade-General Urist Grinhafen (you have no diea what that rank means but he appears to be some big wig in the Confederacy). He offers a Trade Agreement with the Dwarven Confederacy aswell as another Agreement. The Dwarven Confederacy offers 2 Ducats per season for Fleet Stationing Rights.


First Company,Talrius City Guard lost 40 Men
Gained 2 Parcels of Farmland
Gained 1 Size 3 Town
spent 4 Ducats


Gregory

[6] You and your men easily pass unseen into the lands of Kerns. Due to the High Bandit Activity all along the Blackwater Coast most patrols confine themselves to civilized areas.

[1,1] You learn that the Duchy of Kerns is incredibly poor. the Swamps and Moors don't give much as Farmlands and constant raids from Horsemen has exhausted the people. It's military is barely Four Thousand Men Strong, mostly armed peasants and hunters defending the villages from the worst transgressions of the Horse Tribes. The exemption to this is the Vojvods personal guard. Well Armed Heavy Cavalry paid for with the misery of the normal people. Kerns seems also to be pressured by the dwarves and has to pay tribute. In Return Dwarvish Free Companies regularly hunt down Marauding Horse Raiders from the Tribes. All in all Kerns is poor, mostly weak and wrecked by constant raids, pestilence, starvation and high taxes. [6] However the People of Kerns are used to this and in recent years there was a growing sentiment that the Vojvod should be replaced...maybe by the Emperor of Heltania...


Tsujochi

[1] Your Scouts are captured, tortured and the Alliance soon knows everything it needs to know. Including where to find you and that Heltania has put a price on your head.

[?] Your efforts to locate Survivors fail. Ultimately it occurs to you that nobody else survived the Campaign against the Windborn.

You form the Oldest Children (between 8 and 14) into a New Company even against the complaints of the tribe elders and your warriors. You need more Men after all. While this allows you to bring in another hundred Riders it severly diminishes the growth of your people.

[4 vs, 4] Soon enough your border patrols stumble upon the Vanguard of the Horse Tribes. [2] Quickly getting surrounded the Company has nothing left but to fight. [3 vs. 2] through sheer luck your riders manage to escape with minimal losses, although you lose some of your prized horses...



__________________

Herd Growth: [5] 20%
Cattle Growth: [6] 30%

The rich fertile grasslands of Kol'thelos are good for your Herds and your Herds grow exponentially.


The Horse Tribes have arrived in Kol'thelos
1 Company of Youths raised.
100 Windborn Horses born
300 Cattle born
20 Horses lost.
10 Tribesmen lost.


Varanasi Twins

[5+2(Extra Ducat)+2 Windborn Horses] Through extensive use of money and the help of the Windborn Horsewives you manage to aquire quite the breeding stock of Horses and hire several dozen farmers for the singular purpose of Horse Breeding. Right now you can only produce Sumpter Horses but during the next two years you should easily manage to turn your current mix-breed into tough, light skirmishing horses.

While one of you two set up the Horse Breeding Business, the other twin concerned himself with matters of a more private nature. The Building of your own estate. And on top of that you managed to funnel out some of the best horses for yourselves.

1 Undeveloped Land turned into Horse Breeder(Sumpter +5)
Lost 3 Ducats
You established a Small Country Estate.


Kol'thelos

Similiarly to Heltania the Duke of Kol'thelos releases several Agrarian Reforms, mostly by granting free land to the poor and attracting more farmers through tax advantages, soon several farming communities form around Kol'thelos.

Financing a Trade Post in Trinicria and another one in Heltania soon causes Trade to flourish and your coffers fill with tariffs.

[4] Everything seems to be going fine until vague rumours reach you that Horsemen are crossing the borders en masse...

2 Farmlands established
Tradepost in Heltania financed
Tradepost in Trinicria financed
two Trade Caravans financed


Agnad Nallbrine

Freshly and well financed by the Duke you establish Trade Posts in Heltania and Trinicria. All seems well until your Trade Caravans get ambushed by Bandits. The Trade Caravan from Trinicria doesn't return at all,  the one from Heltania manages barely to escape.

Trade Caravan lost.

Trinicria

Trinicria as all other City States reforms its Agriculture and newly established Farming Communities soon dot the landscape. Reports reach you of increased banditry and a Trade Caravan leaving form your Capital towards Kol'thelos vanishes and is never heard of again.

3 Ducats spent
3 Parcels of Farmland established.
3 Ducats given to Master Giacomo


Giacomo

With the Grant from Trinicria Master Giacomo invests in an entire Merchant Enclave in Kol'Thelos. The influx of Traders and Commerce into the City State causes an increase in immigrants and populace in Kol'Thelos proper. However the massive flow of Goods between Kol'thelos and Trinicria causes the Road Network to collapse under the flow of goods. Until this is fixed no trade will flow at all...


Built Trade Post in Kol'Thelos
Built Merchant Enclave in Kol'Thelos
Bought Three Caravans


Spoiler:  Heltania (click to show/hide)

Spoiler:  Kol'Thelos (click to show/hide)

Spoiler:  Trinicria (click to show/hide)

Spoiler:  Nallbrine Company (click to show/hide)

Spoiler:  Giacomo Trade (click to show/hide)

Spoiler:  Varanasi Family (click to show/hide)

Spoiler:  Gregory Montal (click to show/hide)

Spoiler:  Tsujochi (click to show/hide)
« Last Edit: September 23, 2013, 02:51:25 pm by Ghazkull »
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Patrick Hunt

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Re: Blackwater Coast IC Thread
« Reply #114 on: September 23, 2013, 01:27:26 pm »

(( Ughhh I might just cut my losses now. Everything is goimg horribly wrong anyway so it'd save everyone some work.

Yeah just scrap me this game isn't working the way I expected. I didn't realize my small froce would be so completely horrible. I expected an actual bonus for my people being more skilled and better mounted then the other tribes.

Sorry for wasting your time what I designed is not built for this kind of game system.))
« Last Edit: September 23, 2013, 04:55:46 pm by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

Ardas

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Re: Blackwater Coast IC Thread
« Reply #115 on: September 23, 2013, 01:29:12 pm »

Upgrade/fix the roads.
Construct 2 towns on empty land.
Dispatch Raglan's Bunch to remove banditry from the roads.
Dispatch scouts to the western wilderness just beyond my borders and prospect for border expansion into empty land.
« Last Edit: September 23, 2013, 07:42:53 pm by Ardas »
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Taricus

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Re: Blackwater Coast IC Thread
« Reply #116 on: September 23, 2013, 01:34:16 pm »

Heltania had only received it's first influx of dwarves when another, if much less obstencious, had arrived. The smaller troupe, only numbering a single company with strange devices being pulled by their pack animals (Along with the usual wagons).

Waiting outside the walls, with said devices fairly concealed under tarp and canvas, an emissary is sent to arrange a meeting with the city's leadership.

Spoiler (click to show/hide)
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TCM

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Re: Blackwater Coast IC Thread
« Reply #117 on: September 23, 2013, 04:53:37 pm »

...
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Ghazkull

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Re: Blackwater Coast IC Thread
« Reply #118 on: September 23, 2013, 04:56:45 pm »

Alexis

[?]You hide until dark without being found and then leave your hideout...what now?
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TCM

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Re: Blackwater Coast IC Thread
« Reply #119 on: September 23, 2013, 09:15:35 pm »

Sadly take the brew. Then go find Corrina's hideout.
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