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Author Topic: (SG) You are an Orc Clanfather  (Read 6066 times)

Askot Bokbondeler

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Re: (SG) You are an Orc Clanfather
« Reply #30 on: November 11, 2015, 11:57:03 am »

can we get a rough map?

we should organise an intel network with the help of our vampire alies and request a report on possible attacks and ambush\assassination\sabbotage oportunities,

we could suggest that Balk-Ma seduces Tumuk to try and secure his band for Stoody

we should also go on a leisurely bandit hunt, to cement bonds with our new acquaintances, boost our popularity and restore the local economy

Mlamlah

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Re: (SG) You are an Orc Clanfather
« Reply #31 on: November 11, 2015, 05:37:22 pm »

I think we need to consolidate power. Start requesting oaths of fealty to see where we stand among our vassals, and to gauge how much power we really have. Organize something highly visible to facilitate this process, like a feast or hunt.

I'll +1 the earlier suggestion of establishing an intel network.
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helmacon

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Re: (SG) You are an Orc Clanfather
« Reply #32 on: November 11, 2015, 08:06:00 pm »

Quote
Tusk points out the large mansions of the Bluesheen and Ashland Bloodlines,

      We could swing these tensions to our advantage. If the state were to start buying metal from only one of these bloodlines, the other would become angry at the throne, and begin to dissent. When they become angry enough one of their younger and more rash members will eventually lash out against us in some form. That act of violence against the state would be all we need to declare the entire bloodline as traitors, and we would be justified in seizing their stock and industry, giving us all the metal resources we need. On top of that, the remaining bloodline would owe us. Seeing as they are the only other source of metal in the city, we could then effectively control the metals trade as well as access to metals and thereby armament for many groups. We would have another way to indirectly effect foreign affairs, and conflicts; either arming the side we support with the metal we control, or keeping such armament out of the hands of the side we hope to see fail. Before we do this though, we need to thoroughly know the dynamics of these two family. We would want to know who it would be the easiest to pull this shit on. (who would be the least likely to respond in a civil way) Not to mention all the details and planing we would need to undertake to ensure things like the feud being maintained by both sides even after we begin buying, and that they don't become too upset with us in the higher ranks of the line (until its too late) so as to actually spread dissent against us in the general populace... all the little details. That's a base outline of my plan anyways. More assets under our direct control is always a good thing.

I propose we place agents to begin gathering information about both bloodlines and begin learning about them in more legitimate ways as well. Make sure to invite their top tiers to any formal events, and then just make sure to talk with them when they are there.
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TheBiggerFish

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Re: (SG) You are an Orc Clanfather
« Reply #33 on: November 11, 2015, 08:09:39 pm »

Whoof, politicking.
+1 to helmacon.
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IronyOwl

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Re: (SG) You are an Orc Clanfather
« Reply #34 on: November 12, 2015, 01:18:01 am »

So as far as I'm concerned, our first priority should be securing the realm in general, followed by investigating the difficulty in retaking rebel lands. The Human-Elf war is of great concern because it's going to pass right around or through us, but otherwise probably not something we want to get involved in without a good reason and the acceptance that the rebels are a long-term concern.

So with that in mind, I'd recommend the following actions:


Step One: Have a nice chat with the diplomats.

We need to do two things here, and the first is figure out what exactly is going on between the humans and elves. Let's be clear: there is no Pure Neutral option here. We can go Hard Neutral and keep both of them out of our lands, or Soft Neutral and let both of them into our lands. When those are our least involved options, we really cannot afford not to know more about them.


Step Two: Have a nice chat with the diplomats

We command a grand total of under 300 troops outside of personal warbands. Our elven friend here has SIXTY, which of course mandates that the human follow suit. If that happens, one third of all the state-aligned soldiers in our entire kingdom will be foreign warriors angry at the other foreign warriors. This is catastrophic for a number of reasons, among them being that it ties up most of our soldiers at home simply to prevent the foreigners from potentially murdering each other.

So what we really, really need to do, is sit down and have a nice chat with our diplomats, explain that we personally guarantee their protection, and that this arms race bullshit needs to stop; unless they intend to go cavorting around the less secure portions of our land, there is absolutely no reason to have sixty goddamned soldiers to guard his or her majesty's morning tea. Limit them to five personal guards, more if they can give us a good reason beyond "We need those damned other-ears to know how big our penis is."


Step Three: Secure Fort #1

Our northeastern border is held by, as far as we can tell, a deeply loyal but understaffed vassal. We should immediately dispatch whatever supplies he thinks he needs (basically just food, I believe) and investigate how hard it'd be to spare him another 70 soldiers like he requested. The TwinDicks are probably sitting on metal, so it'd likely be relatively cheap to equip some new soldiers; that said, I assume drafted new recruits aren't the best around, and it might take time to find and train them.

Alternatively, if we can de-escalate the elves and humans, we probably don't need two hundred soldiers at home if we can securely hold the outer forts, so sending half our local forces up north probably wouldn't be too dangerous.

Finally and symbolically, we should let Tormunulrog know that we're officially supporting him now, and that if he needs anything further we'll do our best to provide it.


Step Four: Secure Forts #2-3

Fort Three-Roads is held by a seductive witch we know nothing about, and Fort Glacier is held by a bandit we know nothing about. We need to personally visit both to make sure they're well-supplied and loyal, or else we're not going to be able to relax knowing our lands will not be shortly invaded by humans or rebels. More generally, we should know more about who and what is guarding our borders.

More specifically, Three-Roads seems to be doing fine, so hopefully it is and not already under rebel control or whatever. Glacier we know for a fact is fucking up, acting as a fort against humans and a toll gate against bandits. We need to put an end to that, which the Glacier boss hopefully won't object to so long as we start supplying him officially. If he does, we'll obviously have another problem to sort out when it happens.

That said, this is hopefully going to put a number of bandits out of work. Where will they go? Why, we were just talking about how we needed more soldiers! Granted, bandits don't make the most reliable or scrupulous troops, but the odds that we'll be able to recruit some good ones are probably pretty high, especially since rumor has it that's exactly where Fort Glacier's garrison came from.


All this should accomplish the absolute basics of securing our borders and kingdom in general. Then we can worry about what to do with feuding families or vampire intel networks, and more importantly how we're going to take back our lands from those rebel scum.
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3man75

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Re: (SG) You are an Orc Clanfather
« Reply #35 on: November 12, 2015, 01:37:02 am »

Owls plan is pretty good but I would add "raid the enemy city that is about to have epic walls". We need to punch these guys very hard in their guts.

Btw great scenario GM.
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IronyOwl

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Re: (SG) You are an Orc Clanfather
« Reply #36 on: November 12, 2015, 01:51:57 am »

can we get a rough map?
Officially? No, or at least not yet.

Spoiler: Unofficially? (click to show/hide)
I'd probably have prettied it up and not forgotten about the orcish trade town if I'd thought we needed it for anything in particular, but as a vague "now WHERE is that again?" it should be good enough.

As an obvious disclaimer, I built this off of current descriptions ("It marks your western border") and artistic license, so it's probably not accurate to scale or exact positioning and so forth.


Owls plan is pretty good but I would add "raid the enemy city that is about to have epic walls". We need to punch these guys very hard in their guts.

Btw great scenario GM.
That worries me also, but I feel like we should either secure the valley(s) we have first and then worry about the valleys we used to have, or wager/find out that the rebels are really, really weak and blitz them immediately with everything we have. Raiding a fortress-under-construction blind feels too hasty to challenge a serious threat and too halfhearted to crush an inferior one.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Weirdsound

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Re: (SG) You are an Orc Clanfather
« Reply #37 on: November 12, 2015, 02:10:18 am »

That is a pretty good map. The only real issue I see is it doesn't properly mark Mid Titan Pass. The Rebels have to get through Fort Three-Roads to get to either of the two other valleys, but there is basically stopping anybody from using Mid Titan to bypass all forts and move freely between Clanseat and Spiritkeep. Luckily there are no hostilities between factions in those locations as of yet... that you know of.
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TheBiggerFish

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Re: (SG) You are an Orc Clanfather
« Reply #38 on: November 12, 2015, 06:51:42 am »

+1 to IronyOwl too.
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Harry Baldman

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Re: (SG) You are an Orc Clanfather
« Reply #39 on: November 12, 2015, 07:39:24 am »

+1 to Irony's suggestion, but bear in mind that the 70 soldiers probably need not come from purely our personal garrison. Perhaps there's a way to skim the required troops off the local levies.
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helmacon

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Re: (SG) You are an Orc Clanfather
« Reply #40 on: November 12, 2015, 12:12:22 pm »

+1 to the owl as well. These are of course much higher priority.
 In my earlier suggestion i was merely saying that if we ever wanted to take advantage of that situation we should start gathering information on them now. It's not like it would prevent us from doing anything else important right now, its a fairly passive measure. Just make sure to have a single agent on each house, and invite them to events. It literally takes no time.

As far as recruiting bandits go, we could offer them amnesty if they serve in the military for five years. Kind of like the nights watch in game of thrones. Just make sure to differentiate those troops and use them mainly for offensive purposes. We wouldn't want a garrison of only former bandits guarding a town. In fact, we could use captured bandits against other bandit groups and rebels. Once we start the process by capturing some bandits, it would be a self sustaining system. Once we kill a fraction of the bandits, we can then let the problem take care of itself with the captured bandits dealing with the rest of their kind. In the end it would leave us with more troops, lots of money seized from the bandits, and most importantly, peace in our lands.

For the human elf war, it would be difficult to stay hard neutral, and we may end up fighting both if we tried. I say we go soft neutral, but only allow them in certain parts of the country. We need to control their battle field. Plus, both sides would likely try to bribe us to let some of their troops slip around behind or some other shenanigans, which gives us power over how the war plays out depending on who we side with. (and we can make some money) It would be difficult, but not impossible to control them once their armys' are in our lands. We don't have to have enough troops to defeat them, only enough that it would not be worth the advantage they gain to attack us and slip around their enemy in our lands.
We could let them meet in the valley above freepulse, (I think that's the red dot) but it might be easier if we could find a place where we only have to watch them from one side.

Most importantly, we need to have our lands stable before this happens. This is going to be a very volatile situation, and if we don't even have control of our own lands, we cant hope to control them while they are in it.
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Weirdsound

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Re: (SG) You are an Orc Clanfather
« Reply #41 on: November 16, 2015, 02:44:36 am »

Clanfather Udu-Kai:
Spoiler (click to show/hide)

Clan of the Three Valleys:
Spoiler (click to show/hide)

Politics and Relationships:
Spoiler (click to show/hide)

Year 456. End of the Fourth Month:

You call your court to the throne room to ask some questions and pitch some ideas. The first thing you bring up is the feuding bloodlines of Bluesheen and Ashland, hoping to learn all you can about them in hopes of possibly playing one against the other. From what you understand, the feud started 190 years ago when Teerorga, the fleeing daughter of the last great Orc Emperor, settled in the Three Valleys and chose break off her betrothal to Swordhurg of Ashland in favor of marrying Cluk-Urg of Bluesheen. Although Teerorga attempted to mitigate the political damage, and distance herself from both families, by declaring her marriage the start of a new great bloodline destined to rule all of the Three Valleys, the house of Ashland never truly forgave the house of Bluesheen for Teerorga's action.

These days the rivalry is fueled more by lack of opportunity than anything else. With the roads plagued by bandits and the ports possessed by rebels, the bloodlines fight tooth and nail over the few buyers of metal that live an Clanseat and Spiritkeep Valley. These circumstances have escalated things to point where members of the Bluesheen and Ashland have been recently making fairly blatent attempts on each other's lives.

Today Ashland Hall is controlled by Boneclang, a male Orc known more for his witty and opportunistic behavior than his strength, while the manor of the Bluesheen Bloodline is ruled by Shiibleu, a feared pirate who had to flee from the rebels in Lowhammer Valley and ended up marrying into and taking over the family. Both leaders will likely attend any sort of official function at the castle, so it shouldn't be too difficult to meet them if you wish.

Your Court's View on: The Feuding Bloodlines
(Unless there is a general agreement to let somebody else in on it, you will only reveal sneaky and contraversial ideas, such as provoking one of the families into starting trouble, to members of your court that you can trust. Members of your court that you can trust will have a blue glow to their name under the politics spoiler.)

-Plunt has little to contribute on the matter.
-Cornius thinks that there is a good chance tensions between the families deescalate once you start supplying the forts and they can start selling their metal. Best act quickly if you want to provoke one into causing trouble.
-Burn-Char feels that you should skip the pretenses and sneaky shit. Orcs respect strength and decisiveness. She suggests simply siding with one family and annihilating the other, using only your might as justification.
-Stoody is very partisan towards the Bluesheen Bloodline, as he and Shiibleu share a passionate hatred of the Twinblood Rebels.
-Balk-Ma mentions that she is good friends with several prominent members of both bloodlines, and would be willing to exploit those friendships if you asked.
-Tumuk is very partisan towards the Ashland Bloodline, and admits he intends to pledge his Warband to one of their heirs, a young warrior and Mukorb, once a suitable pair of Fate Sibblings can be found for him.
-Youthfangs informs you that Ashland Bloodline is guilty of treason, and that she would gladly trade the proof she has on the matter for a favor.

Next you bring up the matter of securing the Three Valleys against the elves, bandits, and humans. Nobody objects to this course of action, but you get the feeling that nobody thinks you should remain neutral once war breaks out either. Stoody is very keen on getting the humans to help punish the bandits, and Tumuk thinks siding with the elves will yeild great trade opportunities. The others don't have strong feelings on which side to take, but feel that remaining neutral would be a waste; Your court feels that whoever controls Titan Pass will possess an insurmountable advantage in the upcoming war, and that the clan would have much to gain in terms of land and reputation by participating in the conflict.

Everybody feels that supplying Fort Canyon-Walls is a pretty trivial task. Arrugup only cut the forts off from food because he had an irrational fear of starvation, and sought to hoard as much food has he could in Clanseat Valley at any cost. The castle's stores are full, so the residents are presently only taxing enough to replace what they eat, but with many farms and few trade partners there is plenty more food to just take. The Average Orc is naturally large and imposing, and most have at least some combat training, so it would not be difficult to send some men under the command of an officer to round up 70 heads and send them to Fort Canyon-Walls.

You mention that you wish to visit Fort Three-Roads and Fort Glacier. It is suggested that the best way to make the trip would be to travel down Crossroads Pass to Fort Three-Roads. Once you conduct your business there, you should take the other upper fork and cut through Spiritkeep Valley, perhaps stopping to visit your other vassals, to reach Upper Titan Pass which you can then travel to Fort Glacier, assuming that the winter snow has receded enough to render the route to the fort passable. It is possible that The Worms, with their leather armor, will be mistaken for a rival bandit group and challenged by those whose's turf they are encroaching upon, so you may wish to leave them home or give them metal armor from the Castle Armory if you would rather avoid trouble than fight bandits on Upper Titan Pass.

Your Court's View on: Securing Your Land

-Plunt would be willing to accompany you on your journey, or stay back and arrange for men and food to be sent to Fort Canyon-Walls.
-Cornius suggests that you might be better off sending him to Fort Glacier than yourself, as Commander Dreg-Dreg seems to possess a similar pragmatic mind to his own.
-Burn-Char finds Dreg-Dreg's behavior to be unacceptable, and feels a statement should be made by executing him and appointing a proper replacement. She ends up overheating in a heated debate with Cornius on this topic, and has to leave the room before stuff starts melting.
-Stoody is far more interested in fighting the rebels than getting involved in the fort situation, but offers to help however he can.
-Balk-Ma has little to contribute on this matter.
-Tumuk says that his War Band, The Rolling Truffles, could either accompany you or help round up peasents to garrison Fort Canyon-Walls.
-Youthfangs has little to contribute on this matter.

---

Once you are finished with your court, you turn your attention to the Elves of the Alliance and the Humans of the United Kingdoms. You know plenty about each side in the upcoming war from your time wandering the world.

The Alliance is a loosely organized coalition of larger elfish tribes and their vassal states. Although they have nothing resembling a strong central government, the major tribes of the Alliance are very close to and protective of one another. They have a much larger population than their rivals, and a higher spellcaster per capita ratio as well, all together putting them in an enviable strategic position.

The United Kingdoms are ruled by the Bronze Colossus Redirons, who managed to subjugate several large human civilizations through his might and wit. Redirons is a strong leader who keeps a well armed and organized military. The United Kingdoms keep their troops universally clad in metal armor and trained to fight as a unit. They are also unafraid to call upon goblin, orcish, and dwarven mercenaries using their great wealth.

In general it is thought that each side will have a heavy advantage when the fighting takes place in their home environment. The front will likely form at the edge of the low lying forest far to the west of your mountainous land, and there the war is likely to prove a stalemate until somebody messes up bad enough to allow the elves to string together a chain of successful battles on the plains, or the humans to do so in the woods. If either side, however, was to take control of Titan Pass, they could bypass the front line and the bulk of the enemy troops, and this could very easily be the deciding factor in the war.

Since you know the general circumstances of the battle, you take the next logical step and call upon the two Diplomats to provide the specifics in turn.

The closest Elfish settlement to Clanseat Valley is the great forest retreat Piedapple, a place you are fairly familiar with as it is one of the main points of entrance to the caverns in Allience lands. Piedapple is part of the Shakeroot Tribe, the southeastern most major civilization in The Alliance who are known as masters of Earth Magic. Piedapple is nine days travel by foot from Castle Powderforge, and four other Shakeroot controlled retreats sit ten through fifteen days away as well. Piedapple is theoretically ruled by Auxiliary Queen Twigem herself, but as she is more or less a full time diplomat to your castle, real power in the retreat belongs to The Spelunkers Circle, a group which you have personally taken work from in the past. You are sure word of your connection to these elves will get out, as your war band likes to brag about its adventures.

The humans are a bit further away, as their lands on the far end of Titan Pass take at least sixteen days to reach, and that is assuming favorable conditions on the pass. The Closest of the United Kingdoms to you is the Eagle Throne, which is the human superpower's outpost on the Saltless Sea. Eagle Throne controls several powerful port cities, the closest of which is their capital Braxburg at twenty days travel by foot away. The ruleing Brax family came to power in the year 49 when their founder Johan Brax slew a sea dragon and a dwarf in a strange mood made him an artifact crown from its bones. Your diplomat Henry is sixth in line for the throne. Henry informs you that the future of the Twinblood Rebellion is entirely in the hands of his family and their fleet, but Twigem helpfully points out that there are other naval powers on the Saltless Sea as well who could play a part in supporting or blockading your enemies.

Having learned what you can from the envoys you change the topic to their personal guards, in an attempt to reduce them in number. This turns out to be a bit of disaster, as each party easily turns the discussion back on you. Twigem informs you that there are vampires at Fort Canyon-Walls, and that she can't travel to or from her home without passing through the fort and fearing for her life. Henry adds that Fort Glacier is little more than a glorified bandit camp, and so any trip he might make to or from his home would also require protection at the present time. He also bluntly informs you that forcing them both to drop to five guards would be unfair and unsafe for him, as Twigem would just keep five spellcasters who easily outclass his five best men. You leave the meeting fusterated, wishing that you knew more of Human, Elf, and international diplomatic social protocol.

---

Finally you track down Youthfangs to discuss creating a spy-ring. After consulting her on the stuff you talked over with your court, (for convenience I will keep Youthfangs opinions and advice on general court matters on the same part of the post as general court stuff, but you don't think any of the others know of her presence, so unless the players vote otherwise you will just have private meetings with her), the discussion gets down to business.

"I already have what amounts to a spy-ring set up, child. Because you are a friend of my kind, I will let you use it in exchange for favors. I'll give you general information I know off the top of my head for free, but beyond that it will be one task in exchange for one specific inquiry or act of subterfuge."

She chuckles, and outlines the pair of favors you could perform for her at the present time.

-Youthfangs is expecting to entertain a very important vampire sometime this fall, and hopes to offer him a meal of a highborn mortal. She asks that you throw such a mortal in your dungeon, and publicly declare that you have had him/her executed. One of the soldiers in Youthfangs' thrall will drag the victim away to be held until the dinner party.
-One of Youthfangs' brood, an elf of importance at the Beast-Breeders Circle at Righteousroot, claims to have discovered a cave containing a large and well entrenched slime nest. Youthfangs would like somebody with caverneering experience to convince her minion that attempting to explore and raid such a place without alot of backup is a bad idea.

---

It is now time to secure your land by visiting the other two forts. Which/How Many men do you bring with you? Who, if anybody, do you leave in charge of re-supplying Fort Three-Roads?
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3man75

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Re: (SG) You are an Orc Clanfather
« Reply #42 on: November 16, 2015, 03:26:56 pm »

Does the Vampire Goblin accept criminals? I"m sure no one missies five finger discount doug right? Just sayin.

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Kashyyk

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Re: (SG) You are an Orc Clanfather
« Reply #43 on: November 16, 2015, 03:44:53 pm »

A possible solution for the envoy guard problem would be to dedicate 20 of our own soldiers as additional guards for each envoy. They'd then have 25 soldiers each for protection, and they'd know the other envoy would only have five who'd be willing to act aggressively. Whilst we're losing 40 soldiers this way, we're still losing less than we would if we were to let them have their pissing contest.
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TheBiggerFish

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Re: (SG) You are an Orc Clanfather
« Reply #44 on: November 16, 2015, 03:49:35 pm »

Indeed.  The envoys should not find it necessary to bring an entire platoon or whatever.  We can provide for that.
But raise the cap to 10 guards.  Give some ground.
In addition, magi count twice.
« Last Edit: November 16, 2015, 04:17:06 pm by TheBiggerFish »
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