Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5

Author Topic: [SG] The Sell-Swords Hoard  (Read 6740 times)

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #30 on: November 07, 2017, 07:56:17 pm »

I think the goat people are our ideal allies. They can help us establish a distant norther border and thus a very large territory. The badger folks are also a squishy and nearby source of demonic sacrifices, which we will need in bulk. Still, I'm not completely opposed to some badger allies either.

Sit the Champion Down, and Inform him of the following five points.

1: The Union has given us these lands. We are moving in for good, and we need many sacrificial slaves to fuel our demonic arts so we might repair the city.
2: Although we bear no ill-will towards his tribe for attacking us, and an alliance is not off the table, his race has proven itself weak and an easy target in battle. We have no desire to fight fortified hobgoblins or giant ogres until we are better established.
3: This in mind, we seek to make war with a single badger man village, both to acquire the sacrifices we need and prove our dominance and ruthlessness.
4: He is to select and betray the location of a single badger village within a weeks travel for us to attack.
5: If he refuses, he will be killed so as not to spill the secret. We will then release his fellow prisoners, and track them back to his village so that we might destroy it.


Also, Questions:

-What are the nearest Union Cities, and what sort of poor minority populations do they house? I'm not going to limit our potential immigrant options to the fox-folk.
-On that note, what are the nearest Blight Elf population centers. Surely our own kind would be the best bet to inhabit our lands.
« Last Edit: November 07, 2017, 07:58:17 pm by Weirdsound »
Logged

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #31 on: November 07, 2017, 10:26:16 pm »

I'd rather have subjects than allies or enemies, so I'm in favor of subjugating them completely if we're able. However, my understanding is that we have 1 month of water to cover 3-4 months of living and only blood sacrifice to balance those numbers, so I suspect we don't have much choice in the village marauding plan.

I approve of stocking ourselves with Blight Elves if possible. Returning fennec-soldiers are my second choice; a hardened core of veteran militia sounds like a convenient demographic feature to have.
Logged
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

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #32 on: November 07, 2017, 11:27:29 pm »

I approve of stocking ourselves with Blight Elves if possible. Returning fennec-soldiers are my second choice; a hardened core of veteran militia sounds like a convenient demographic feature to have.

I'm not entirely fond of a hardened core of veteran militia that is comprised of the people whose home land we are occupying. Sounds like the formula for a bad time.

I'd rather have subjects than allies or enemies, so I'm in favor of subjugating them completely if we're able.

I see where you are going with this, but I'd like to meet the Badgers before making that call. If they are simple and warlike subsistence hunters/gathers, they wont have anything worth taxing (aside from warm bodies to sacrifice, or to throw around to help us capture more sacrifices), in which case I would consider keeping them as willing friends rather than resentful subjects.

However, my understanding is that we have 1 month of water to cover 3-4 months of living and only blood sacrifice to balance those numbers, so I suspect we don't have much choice in the village marauding plan.

It just dawned on me: Why can't we just abandon the city for a few months and camp in the open by one of those rivers on the map until wet season? If anybody else wants to squat in the city they will have done so by now, and I doubt any local will be dumb enough to attack our entire army of properly equipped demon elves.

I'd still raid for sacrifices though. No point putting off the aquaduct repairs, and perhaps we can fix the wall and houses as well. If we have extra, it would be cool to see if we can trade souls to metal demons for weapons grade steel that we can use as a bargaining chip with the animal men.
Logged

escaped lurker

  • Bay Watcher
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #33 on: November 08, 2017, 12:04:13 am »

It just dawned on me: Why can't we just abandon the city for a few months and camp in the open by one of those rivers on the map until wet season?

While dry for most of the year, the rivers here are (actually not) known to hold a worthwhile amount of gold.
A fertile oasis, a patch of green land in the otherwise barren landscape, promises self-sufficiency.

That's kinda my bad, I only mentioned it that clearly once, in the opening post at that - and the choice which told so, wasn't even chosen.
Either way, we already sit by one of those rivers. Or, well, what would be one, given the right season.

The stream into which our lil' river flows into, the one north of our border, is more or less guaranteed to have some water, even now. There also should be some watering holes around someplace. Treating the likely muddy water of those, would fall well within the capability of our water-affinity warlocks (and would also cost a good deal less than summoning it outright).
Sending out a number of men with barrels and wagons, is thus a viable method of proccuring more water.
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #34 on: November 08, 2017, 01:04:39 am »

I going to have to disagree with the village raid plan.

I think we don't necessarily have enough evidence to say that these badgermen are weak. We ambushed only one group of them with our veteran mercenaries. So far, the badgermen have been able to fend off bandits in this local area. The captives' speakings of skirmishes with the hobgoblins and ogres seems to indicate relatively even strength with other locals.

I'm also more optimistic on what they can offer us if we approach them with more friendly terms. Their knowledge could be pretty valuable right now. Since we don't have a population to actively produce food and water, there's the option to discover how they are surviving in their homeland and better effectively sustain ourselves until we get workers for the city. Also given that they have copper weapons and offer us wealth in terms of copper bars, I would assume this means that may have means of production, trading partners, and/or successful banditry/scavengery. Keeping their tribe stable can allow for future commerce with our inhabitants.

Organize a diplomatic trip to meet with the Moon Claws Chieftain.

I think this could allow us to potentially establish good faith, obtain more information about the area this way, better address our immediate needs, and offer stability and leadership to the region in this post-war period.
Logged
Max avatar size is 80x80

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #35 on: November 08, 2017, 01:42:45 am »

Their knowledge could be pretty valuable right now. Since we don't have a population to actively produce food and water, there's the option to discover how they are surviving in their homeland and better effectively sustain ourselves until we get workers for the city. Also given that they have copper weapons and offer us wealth in terms of copper bars, I would assume this means that may have means of production, trading partners, and/or successful banditry/scavengery. Keeping their tribe stable can allow for future commerce with our inhabitants.

Organize a diplomatic trip to meet with the Moon Claws Chieftain.

If we work quickly and have enough slaves to feed the demons, we can have workers very soon. All we need to do is hit one village, and we will likely have enough souls to fix the walls and aquaducts. From there we can make sending out parties to recruit citizens our number one priority, and we have lots of valuables and Black Billon we can exchange at the market several weeks away if we need more food in the meantime.

...Wait. I just had a brainwave. Ask the Badgers if their people keep slaves. If they do, we can buy them, and have both our tributes and our diplomacy.
Logged

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #36 on: November 08, 2017, 01:47:26 am »

I'm not necessarily opposed to the idea of having a Badger tribe underclass, but given their apparent distaste for the Fennec's allying with them bears the risk of alienating what may very well become our population of subjects. I'm a lot more in favor of rallying those Fennec's under our banner by demonstrating a willingness to crush their "natural" enemies. On top of that these Badgers seem to respect displays of strength. They may prove more willing to capitulate later if we continue to demonstrate our superior power.

I'm willing to +1 Weirdsound's compromise though. And if that falls through, i'll +1 his raid plan.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #37 on: November 08, 2017, 04:10:19 am »

PTW. I always like these kinds of games. Makes me wish I could write something worth a damn.
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #38 on: November 08, 2017, 06:32:29 pm »

According to him, the beast-folk travel near the road, and before the lights came into their view, periodically checked our tracks on it. Their mood seems fitting for a raiding party –  somewhere between exhilarated, festive, and pumped up. A few Fennec-kin refugees, clearly mentioned the badger-men among the forces that drove them from the oasis, too. Your head scout doesn't doubt their hostile intentions for a moment, and neither do you see any reasons to do so.
Unified in their animosity towards the fennec-kin, the loosely translated “thornfolk” are of reptilian make, and on ambiguous to neutral terms with the badgers. They seem to inhabit the more mountainous regions, some of which are also on your land, and seem to sport nothing better than copper weaponry, either.
The badger-fennec relations does sound potentially problematic. Maybe they have some fennec people as slaves or stole all their livestock?

I guess I'm still entrenched with the idea of talking first and holding military action in reserve. It seems we don't have enough information to accurately judge the situation, and meeting with them and observing their people can give us more information with less risk to our people. From there we will probably have a better idea on how to address the Moonclaws. Also I personally think it's better to have a reputation of being cooperative rather than hostile.
Logged
Max avatar size is 80x80

escaped lurker

  • Bay Watcher
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #39 on: November 08, 2017, 07:14:22 pm »

Turn VII
First Week still, "Camp Fox Den", During the Feast



Intent on checking up on the nightmares feeding situation, you find Ashting enjoying some downtime with her troops at the feasting-plaza. Your cousin is currently in the process of trashing one of her officers, a match that seemingly has no bets on it either. A short while later, the spectacle ends with the man in a stranglehold, and good-natured cheering resounding from the crowd.

A few minutes later, the slightly drunk Ash gives you a tour of the current stables, and you pick up that she certainly is not displeased at your interest in the matter. It seems the hallowed knights have already found local substitutes for one half of the feed, some of the thorny brushes apparently palatable to their mounts. They gather most of it during their joy training rides, letting the carnivorous equines stay cooped up in their pens for too long, something even you know to be a bad idea.
“We currently have our cuties on the normal half-meat diet.”  You suppress a snort, but let a meaningful gaze wander towards the fanged “cuties” in question. A gaze which is subsequently ignored by your lieutenant, who prattles on in a lively manner. “We can cut the meat content to a quarter if needed, but that weakens them in the long run, and don't get me started on how much more difficult that would make them to control in battle. As for giving them only meat...”  “Not doing that anytime soon.”, you interrupt her monologue, a curt nod her answer.
Having the mares in heat, would only serve to have infighting among the stallions, making a third of the mounts unusable for combat. Feeding pregnant nightmares, is also something you currently would find yourselves ill-prepared for, their food requirements shooting to thrice the meat you feed them now.

New Entry – Inventory, Military Equipment
58 Nightmares: “Not much training is needed for these pack-hunters, their ferocious nature lending itself well to war.”
39 Mares, 19 Stallions, 2 three-year fillies – Worth: ”Eh? Our cuties are not for sale!” (about ~++ each, give or take +. Low demand.)



Back in your tent, far off from the hustle and bustle of the ongoing festivities, you find some time and motivation to tend to your books – leaving all of the management to Copsehelm unbecoming, and not desirable either. You also manage to slip in some musings of your own.

Gaining Citizens
The two nearest union cities, would be Redvalley in the east, and Floodside in the south. Both cities are surely under the caste-system of the Den'gal Union, which means any orc or goblin in them, is privileged according to their racial strengths and abilities. Said caste-system is a bit of a mine-field for most that have not grown up with it, and while you got the basics of it down pat, you still like to let Vulk take charge in such matters. You don't doubt that some enterprising orcoids would take their chances and live under your protection, but they would be rather few in numbers.
From what you know, lion-kin make up many of the local beast-kin tribes, and most of their few numbers prefer their nomadic life on the arid plains to the south. Their serval-kin cousins, seem to share in that lot, living together with them in some sort of weird parallel society.
The bronze-skinned northmen, would be the closest to a true minority around these parts, mostly citizens of second class, but generally treated well by their orcoid “betters”. Having fallen under the sway of the union over a century ago, they were able to establish themselves, and did not participate with the rebellion at large.
Your best bet in regards to getting non-vulpine citizens, would be wartime refugees from the south-eastern regions. The area saw a moderate amount of fighting, and is close enough that those which fled the theatre there, have ended up somewhere in these lands. With both orcoids and northmen playing favours towards their displaced kin, most of these refugees would be beast-kin of different sorts.


Blight-Elven Homesteads
Grounded in the hostile reaction with which most regard your people, they tend to inhabit far-off, or even secret places, not unoften down bellow. Fearing too much open activity of your race might call forth another purge directed at it, you doubt all that many would be willing to join up with you, preferring to stay out of sight of the world at large. While other clans might be closer, reaching your own would take about two months on horseback, much of which would be spent trudging through inaccessible, wild countryside.


~


Later that day, during the evening, you hold a small council with the heads of the band, talking about new information and future planning.

Some rather good news come from Copsehelm, who has found someone willing to inspect the water-system of the city. “I coaxed one of our hallowed with a venomous demon into taking a closer look at the reservoirs. Lass got herself some of the good wine in exchange, here's what she found out.”
The upper reservoir is clearly meant for drinking water, and a bit smaller. It also has a connection to the lower, agricultural reservoir, so we could drain the filth into there, and simply burn out the other one. Almost better even, her demon says it could use the filthy water, and drain the toxins from it – creating lesser demon bile out of it. We would still need to summon a water demon to make it safe to drink, or let our water crew clean it slowly, but surely.
After we do some maintenance to the aqueduct system, we could also let the filthy water drain into the gardens, but they would in turn become an unpleasant if not dangerous place to be in, and would stay that way for a couple of weeks.

Creating bile, would cost 3 souls for the civil reservoir, 5 for the agricultural one. We would also get 3 or 5 jars filled with the stuff, each of with should sell between ++ to +. Cleansing the water afterwards, would cost 2 or 3 souls, respectively.
Draining the reservoirs and burning them clean afterwards, would only cost 1 soul each, or take the warlocks two weeks of cleaning. The later, wouldn't be an appreciated job, but if we give them some booze ++, they would have not much of a problem with it, either.
Having the water-crew slowly clean the detoxified water would double our water-income through them, and thus solve our water-problems for the time being.

New Entries – Camp Fox Den, Facilities
Civil Reservoir: “Partly filled with undrinkable, filthy water”
++ ++
Agricultural Reservoir: “Partly filled with undrinkable, filthy water”
+++ +


Kirmik comes through to you with the new questions you had about the badger-folk, though it is not a particularly helpful answer. It seems the badger-men do indeed have a form of slavery, but it is reserved for especially heinous criminals, those for which they don't feel excommunication from the tribe is good enough. The Moon-Claws, to their great shame, you are told, have three such individuals. Selling them, or any prisoners of war which they might have, would be no problem for their side – your “black copper”, something the champion confesses great interest in.


Afterwards, the discussion turns towards possible ties with the badger-folk.

“They only use copper. Correction, a third of their troops uses copper, the rest of them uses worse. We can waltz towards their camp in full strength, and if we don't like their offers, we take from them what we want.”

"Leymor has a point, I also doubt that they have the numbers to stand against us. Dominating them with pure military strength, shouldn't be that hard to do."

“They are known to raid the union. If we do any less than enslave them, the local chieftains are bound to not like it all that much. Not enough to feud over, but there are better first impressions we could make on them.”

“Why not agree to the prisoner exchange? Let their champion be the messenger, put a tracking enchantment on his weapon, and snatch rewards and new prisoners all in one once he comes back. This time, we hunt all of them down, and make for their home afterwards. After loosing one and a half raiding parties, they shouldn't be our match, and we can chain or sacrifice the lot as we like.”

“We have over ten prisoners of theirs. If we let the champion leave or not, we can surely torture anything worthwhile out of them. Finding out about their camp and knowing their numbers, should be easy enough.”

“Whatever we decide, I am against splitting our troops. If we want to deal with them, we would best do so before fixing up the oasis.”



Cedarcoil & People of Note:
"After the feast~" (To be Done)
Spoiler: Inventory (click to show/hide)
Spoiler: Maps (click to show/hide)

Because it was mentioned before how dismissive this seems towards the badger-men; Most elves are considered upper-middle in regards to combat strength, at least in these parts. Good physical abilities, talent in magic, long lives. It isn't difficult for them to reach above common strength. Warring against beast-folk that only uses copper, while you hold enchanted steel, makes things easier, too.
« Last Edit: November 09, 2017, 10:07:14 am by escaped lurker »
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #40 on: November 08, 2017, 07:28:58 pm »

Take the badgermen slaves and tend to them well to get the attention of mistreated badgermen ib the area. Also slowly clean the water.
Logged

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #41 on: November 08, 2017, 11:11:13 pm »

That's not really enough slaves for us to get a head start on establishing our position. I think we should finish the week of feasting we had planned, and then organise a raid, in "retaliation", though truly for the purpose of gaining the sacrifices we will need.
Logged

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #42 on: November 09, 2017, 12:46:20 am »

That's not really enough slaves for us to get a head start on establishing our position. I think we should finish the week of feasting we had planned, and then organise a raid, in "retaliation", though truly for the purpose of gaining the sacrifices we will need.

+1. Let the torture commence.
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #43 on: November 11, 2017, 01:48:03 am »

I guess since I'm not creating a tie, I'll disagree with the order of actions. :P

Interrogate and torture information from badger prisoners. Make sure not to invalidate any for sacrifice.

Create bile and cleanse the water for both reservoirs using 13 badger-folk. Spare the one which we deem cooperative and worthy.
I think my math is right.
While that's happening, lead a team to briefly scout the vicinity of city for wildlife and sapient activity. Also keep look for possible resources and landmarks.

Then attack the Moonclaws.


Questions:
-I'm confused on the bloodshed cost for our demon. Do they need combat, death, or just bleeding?
-Who are the 10 moochers? Are they children and elderly?
Logged
Max avatar size is 80x80

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: [SG] The Sell-Swords Hoard
« Reply #44 on: November 12, 2017, 12:30:59 am »

I guess since I'm not creating a tie, I'll disagree with the order of actions. :P

Interrogate and torture information from badger prisoners. Make sure not to invalidate any for sacrifice.

Create bile and cleanse the water for both reservoirs using 13 badger-folk. Spare the one which we deem cooperative and worthy.
I think my math is right.
While that's happening, lead a team to briefly scout the vicinity of city for wildlife and sapient activity. Also keep look for possible resources and landmarks.

Then attack the Moonclaws.


Questions:
-I'm confused on the bloodshed cost for our demon. Do they need combat, death, or just bleeding?
-Who are the 10 moochers? Are they children and elderly?

I don't think we need to personally babysit the clean up and wall building. I saw we clean up the Moonclaws, leave our summoners behind with the prisoners to do their thing, and lead a small expidition to make contact peaceful contact with some of our other neighbors or just explore our new hold.
Logged
Pages: 1 2 [3] 4 5