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Messages - Shootandrun

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616
Forum Games and Roleplaying / Re: Dark Magi: The Terenos Cut.
« on: January 25, 2013, 08:32:59 pm »
Name: Roland Balkar
Description: A tall, slender and twitchy fellow in his late thirties with  clean haircut and a short to medium beard. His hair's brown, just like his eyes, and he has a fairly common face; if not for the lack of dirt and his apparent ability to shave, he could easily pass of as a peasant.
Sex: Male
Your Backstory: Roland was the son of a smith in a relatively large city. He was originally his father's apprentice, but he took another path when a merchant offered him to become a thug charged with guarding his caravan for three times his current pay, just a few days after arguing with his father over the job in the shop - essentially, an offer he couldn't refuse. He worked as a mercenary throughout his twenties - eventually getting quite good at breaking bones and drawing blood - until one day some scribe taught him to read during a caravan run, and he started reading things he shouldn't have. He was eventually recruited by the Dark Cabal when one of their members realized he dabbled in the dark arts, and he gave up his life as a merc to become an apprentice.

617
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: January 25, 2013, 04:40:53 pm »
Welp. This is awkward.

Long story short: I'm tired. Ran out of inspiration. I've been GMing for YaK for nearly a year now, with a good three quarters of that as the main GM. I just can't find the motivation to invent new idiocies on every damn six I roll, and my quality of writing has been on a downward slope since the end of YaK 3. So, I resign from my position as a GM officially.

The YaK concept is free to be used by anybody. That's how it started. There isn't a monopoly on GMing. Got an idea? Go for it, and if it looks fun, I might join as a player. If you want to reuse any of the worlds I have previously built or any of the maps I have previously made, go ahead - but ask Iituem if you want to make one in Iitu, since I wasn't too involved in that one. If you want to keep using this thread and be the GM of the current YaK 4, introduce yourself here and see if the players will have you, and I will gladly cooperate in keeping the first posts up to date as you command.

The time I spent GMing for YaK 3 was awesome, and the vast majority of you guys are awesome. I don't regret any of the effort I involved into this, and I hope neither do you guys.

The channel #yak4 will stay up on IRC for all friends, old and new, to visit and discuss in. YaK wasn't the only game popular amongst the players here - HOTRS, Pantheon, Godhood are all frequently discussed (and many other games long gone were, too), and perhaps eventually we'll make a new game to rally the community.

In any case, this is the end of the chapter. It was a fun ride, but it's time for me to move on.

618
The world was changing. The mortals learned. They worshiped him, because they did not understand him; before the foundation of their cult, he cared not for the opinion of mortals, but now he felt it... Their belief gave him power. He also sensed other beings at work in the land - some weaker than he, some as powerful as he, and some even more strong. However, he was different. He was no God - he had not been born in this side of the creation, and he did not recognize their over god as his own creator - merely a being who rescued him inadvertently when help was needed most. He was different than them in that he was bound to this land; while he could see the spiritual beings and, to a point, interact with them without spending any energy, he walked the earth as a material creature, and he knew that his children had no connection at all to the other side.

He contemplated the mortals for many years. They were... Puny. Weak. Yet he felt something towards them. They worshiped him, made him stronger - it seemed fair that he would do the same towards them. They also vaguely reminded him of his children - simple-minded, yet full of potential. Because of these reasons, he decided to assist them... And through them, strengthen himself.

His first action was to gather as many humans as he could who already worshiped him. He simply called them throughout the land, using his power, and waited for them to come. When enough had gathered to surround him, he gave them a mission - to walk throughout the lands of the south, spreading the word that, three years from now, in the heart of winter, the Wanderer would banish the snows from these lands forever.

And, three years later, on the foretold date, he honored his promise. Gathering a good part of his strength, he swept away the cold with all his might, forcing it to return to the poles, and installed a permanent border around the lands of the southern humans, making sure that winter would never return to these lands. Once that was done, all that was left to do for him was to resume his wandering, watch, and wait.

Spend an act to gather as many of my worshipers as possible, and send them throughout the southern parts of the human continent to spread the story that the Wander will, in three years during the heart of winter, banish the cold from these lands forever.

Three years later, accomplish the prophecy - sweep away the snows and the cold winds, sending them back to the poles, and install a barrier to prevent them returning, creating an eternal summer in the lands of the southern humans and spending one ice act.

619
Can't we just ignore the last 2 people until they come back? Or replace them?

It's barely been a day since the last update... Some patience might be in order here...

620
Well, I think communicating with them should be mostly impossible - their reactions could be rolled for, though, when people actively interact with them or their entourages.

621
"Hello, Atlas."[/i]

The Giant stares at you. He is massive - hundreds of times bigger than the dwarves... And he makes no sound. After a while, you start feeling an energy - peace, it seems, is the feeling it is carrying... But the Giant himself appears to be unable to communicate through conventional means - in fact, you are not quite sure he understood what you told him.

Still, peace... That probably means he has no problems with your presence, as long as you do not bother him - or the dwarves which appeared to have made a settlement around the place where he was sitting down.

-----------------

During these years, Thaenos wandered the plains of human lands with his son, and did little else.

622
He was alive. His first feeling was surprise, surprise at the fact that he was alive - and then he felt fear, for he was caught in a maelstrom whose power dwarfed anything else to exist. For but a few seconds, Thaneos was in the aether, between universes, and for these few seconds, he felt fear. But something changed - he saw something that calmed the storm if only for a few second, a being that looked at him and met his eyes. Seeking refuge, Thaneos grasped the being's mind, using it as a shelter against the storm, and because of this he was able to follow it... And that being, perhaps intentionally and perhaps not, pulled him out of the storm when it returned to its own universe.

After surprise and fear, he felt curiosity. He stood on rolling hills, empty if not for him ; above him the sky was lit by what appeared to be a ring of light ; below him, there was grass, earth, and nothing else. After a time, he realized that he was constantly surrounded by light because he was glowing himself - a dim, wavering red light at first, which slowly became brighter and brighter as time passed. He walked for a time uncounted, and he saw things during his journey - small animals, beings on two legs that seemed to think and that always ran away from him, plants... Yet he felt alone. He was not connected to any of these beings - they were small and puny, and whenever he touched them they had a tendency to catch on fire instantly, for a reason which he did not completely understand. Solitude followed curiosity.

As the powers within him grew, and the light started to be blinding, something unexpected happened. He felt a shift within himself  - something was moving. He started feeling something terrible within himself, something the small beings called pain - and he screamed and screamed. The animals and humans nearby fled or died as the being felt terror and pain, as he thought he was dying - but death did not reach him. Instead, he realized that something was slowly clawing its way out of him, something mighty and terrible. He pulled it out, and threw it far away; as far as he could throw something, with all of his might. There was another thing within himself, and that thing managed to escape alone; it left his body and turned around to look at him. The being was tall, like him - taller than any other mortal creature on this world. It radiated an energy similar to that of the mortals, if immeasurably more powerful - life. Eventually, it left - neither of them knew how to communicate yet, and the ancient was too exhausted to attempt anything - but it understood something. It had a creator - a Father.

Thaenos had created his first children. He was no longer alone.

Thaneos accidentally creates the first two Giants, who control life energy. One of them is sent to the continent of the dwarves; another remains in the human plains. Thaenos does not communicate with them initially (he does not know how to speak yet).

Spoiler: Life Giant (click to show/hide)

623
Forum Games and Roleplaying / Re: You are King 4.1
« on: January 19, 2013, 11:56:36 am »
((Sorry. There you go:))

[?] The lands around the Hankal fortress are seemingly empty. There are a few peasants here and there, and you see some trappers in the forests... But no troops. Collecting stories would be very dangerous - the peasantry would recognize you as outsiders at once - but then again the only alternatives are to get within sight of the fortress to see what's going on in there, or returning home. What do you wish to do?

624
Forum Games and Roleplaying / Re: You are King 4.1
« on: January 19, 2013, 10:54:07 am »
The clans shall be united under Veordan as one now - with full rights as members of the clan. I encourage them to follow me to battle with Hankals (the second clan) to unite the Higlands against outer threats.

[4] Seeing the pitiful acts of their previous clan lord and your obvious martial skills, the vast majority of them comply - grumbling and whispering, but overall satisfied. The bondsmen honor their bonds and leave, refusing to bow to you, but they promise they will not take up arms against you. [5] The new clan members notably cheer up when you mention going to war with the Hankals, however: before your actions, their clan was not strong enough to go in battle against them, but now they stand a chance.

You have gained a stronghold and five parcels in the eastern Highlands.

March to the Valdrim stronghold, barring any interrupting events.

[4] Once again, you reach your neighbor's stronghold without any interruptions, leaving behind a relieved clan lord. You spot no Valdrim troops on your way to their fort, [4] and once again you are welcomed by closed gates, but no arrows, when you arrive. Their lord stands upon the walls, but he does not address you directly - he simply watches, as one of his bondsmen asks what brings you to his domain.

Take my hunting party to explore why the Hankal Stronghold is seemingly empty. IF we meet anyone pretend to be just a hunting party looking for a nights rest.

((To the best of my knowledge I have given no info on the Hankals so far... Did you pick the wrong one?))

Rally my army (Heavy II Cavalry -- Personal Guard; Heavy I Pikemen; Regiment) and begin marching on the Magnars' stronghold.

[1] Your troops are spotted as soon as you arrive near the Magnar stronghold. Once you reach them, their walls are manned, the torches are lit, the gates are closed, and all ships are in the docks. If your intent was to take you fortress by storm, you will have to battle against nasty odds to take the walls. On the upside, however, now that they're trapped in there you can besiege them without any risk of harassment... Assuming you can set up secure siege lines and have the patience to hold them for however many months it will take to starve them out. What now?

Start looking for any details on the clan's military, but otherwise continue to hold the fortifications. Traps and ambush spots are to be readied before the enemy returns, incase the enemy is abnle to clear the walls. Begin to interrogate the leader's sister on the whereabouts of the clan leader and his forces.

[4] It seems the enemy military are simply patrolling their land against bandits, and by some stroke of bad luck their lord is leading them. Traps are set up, but without any members of your forces experimented in that kind of warfare, it is doubtful that they'll do anything to really tip the balance. [1] The lady refuses to talk - in fact, she threatens to kill herself if you interrogate her.

Capture hostages from the lands and use them to convince some of the raiders to stop attacking us, march back to our lands to stop the raiders, try to use the knowledge of our home terrain to beat the invading forces, ambush if possible (tactics?)

[1] Despite your clever tactics, you cannot manage to convince the raiders to stop, or to stop them with the strength of arms - due to the simple problem that you're having a hard time keeping up with them. Ambushing them or using your home terrain won't work - they're too clever by half to fall into a trap like that. You could simply pursue them and force them to engage you, but then you wouldn't control the terrain or the situation in which you would be to fight them. You could also go on the defensive and cover your lands, but then you would lose the initiative. You could also do something else entirely, of course, if you have a better idea.

625
Forum Games and Roleplaying / Re: You are King 4.1
« on: January 16, 2013, 03:52:19 pm »
((Sorry people, I am late once again))

Fight for control of the clan. Because among the Higlanders, there can be only one!

(Basic armor and +1 to axe fighting)


[5][3] The clan lord visibly shivers when you challenge him, to his shame. However, he steels himself and refuses to surrender right away. Instead, he equips himself with his own axe and simple armor, and he meets you in the yard.

[2+1 vs 3] At first, the two of you simply circle one another. Both attempt to engage, but swift parrying or dodging prevents the fight from starting right away.
[2+1 vs 1] You jump forth and strike at him, and this time he chooses to parry - a grave mistake. While he manages to stop the blow, he staggers from its force, and this allows you to strike him again below the shoulder, this time drawing blood.
[2][2+1 vs 1] He does not surrender despite the wound and his obvious fear. Instead, he returns into the fight with a swift assault, but he is overconfident; his wound holds him back, and all his strike does is open his defense to another attack - an occasion you do not miss, making him bleed at the knee this time.
[6][5+1 vs 1+1] The lord drops to his knee, apparently about to surrender, prompting you to lower your axe. However, instead of dropping his weapon, he attempts to strike you with it from below in a dishonorable move; but he is not quick enough, and you behead him.

The battle his over. The man's clan - your clan, now - watches, silent. In many cases they would be furious, but you proved to be a vastly superior warrior, bringing down a dishonorable foe without taking a hit - perhaps they will remain loyal, for now. What will you say to them?

Spoiler: Letter to the Magnars (click to show/hide)

Have my spy in the Magnars land move on to the Undars land. Send the above message to the Magnars.

[1] No reply comes. The reasons could be varied - perhaps they refused to come, perhaps the messenger was intercepted, perhaps their stronghold is under siege and they cannot reply, perhaps one of the envoys slipped on a rock or tripped on a root and broke his neck... In any case, you do not know what they stand for.

Milenas stepped forward from his assembled army, whose weapons were not drawn. His voice steady, even though he knew that likely there were at least a few archers lying in wait, he called up to the clan lord of the Kaldrim.

"Your envoy vanished. I felt it was my duty to protect the next, by force of arms if necessary. I intended to bring a portion of my men-at-arms to both yours, and the Valdrim clan-holds, request another meeting, and protect the envoys sent.
I would never bring war against my kinsmen. But if foul play abounds...A show of force might be sufficient to save lives on both sides. Enough men that whoever stopped your envoy, will not think of troubling me."

[1] "Your words are honorable, and the intentions behind them may be, too - but these are dark times. The King is dead, there is war in the kingdom, and a raider fleet pillages our coast. None can be trusted. I will not negotiate with any man who has an army at my gates - send them away, all but your bodyguards, and then we may talk."

So that's how they want to do it? FINE! A KOELLATH TAKES NO BLEMISH ON HIS HONOUR!

Darros sent a message for his retainers to gather his men, it was time for the Koellath clan to go hunting.

Assemble all my troops, march them into the other clan's land, try to entice them to attack and be ambushed by attacking villages and farmland (tactics)
((That would be more logistics))
[2] The soldiers of the other are forewarned of your arrival when a hunter sees you marching into their land and warns a nearby regiment. You will not catch them by surprise. [6] Your tactic works well - too well, in fact. When you attack their villages and farmlands, they quickly realize that they cannot simply hide into their fort and wait to starve - and so, they send a party of raiders against your lands, who quickly get to work pillaging villages and farmlands!

Their hold is now lightly defended, but a storm remains risky - though still, if you'll ever have a chance to take it that way, it will be now. Meanwhile, however, raiders are running free in your own lands, murdering your bondsmen's families and setting their halls on fire...

Try and find more about the veterans' whereabouts and the campaign o98uy7n the riders by sending clansmen as representatives to the Capital.

For too long have we stood alone, if Deaththroe is to stand prominently before the soon to be sovereign, the Riverlands ought to be unified. Though tempted to claim the Riverlands directly, Graharg knows that a simultaneous conflict with two of his neighbours may well end in his own clan's ruins; to that end, Graharg lays claim to the western Riverlands alone and quickly moves with his horsemen to occupy the Beyads' territory and capture any hunters and/or warriors not currently in the fortress, hoping to force a quick surrender by force of arms. Simultaneously, to appease the Aryads, clansmen are sent to propose a marriage between the oldest of Graharg's sisters and their clan head, should he be currently unmarried, or, failing that, a close relative of his.

[3] No more additional information can be found on the veterans from your hold.

[6] Your force sweep, unseen and undiscovered, into the western riverlands. Any and all enemy troops out of the fortress are captured... Which is to say, none are. The clan lord is apparently holding some sort of tourney in his hold - while this means his lands are undefended, it also means he is heavily retrenched. They have not yet heard of your coming - though they will, eventually. What's your next move?

[1] The eastern riverlands, like a large part of the kingdom, do not practice marriage. As such, the lord refuses to engage himself to your sister, unless you want her to become a concubine - which he had the grace to assume was not your intention. [4] He does not say anything about your invasion of the western riverlands through his envoy, but the messenger implies that it does not bother him, as long as no troops invade his territory.


Raesarla travels with her personal guard to take the stronghold of the Aeldrin, Avoiding their warriors before getting there. Decoy fires are to be lit in order to keep their warband from finding our forces before we occupy their stronghold.

[5] Miraculously, you slip your forces unnoticed through the Aeldrin territory and you take their stronghold. [3] The clan lord is not there, but his sister is - perhaps you can use her as an hostage. For now, the hall is under your control - there were only a few servants there, and they won't escape your men - but some soldiers are bound to return eventually. What will you do then, or before that?

626
I stand ready.

627
Forum Games and Roleplaying / Re: You are King 4.1
« on: January 12, 2013, 01:17:13 pm »
"Send a message to the spy ordering him to move on to the Undars."
"Take this to the Magnar stronghold."
((Actions must be at the bottom of the posts and should summarize what the action is, not reference to a previous mention in the post. While this may seem like an unimportant detail, it saves some of the GM's time, it leaves no room for interpretation, and it keeps the post short and to the point.))

He sizes up the man and tries to recall what he knows about his battle prowessin order to challenge him for clan power.

[3,?] As far as you can remember, the man has no particular skill in battle - or, in any case, he is not known for any particular skill in battle. Still, the last few decades were a time of peace, and there weren't much battles were prestige could be acquired - but it seems to be a good indication of a lack of any great talent, since he apparently never boasts of his skills.

[4] As for whether or not the clan would actually accept a foreigner as a leader if he beats his enemy in a duel... It is likely that they would, by pure chance. Your two clans have been close in the past, and as Highlanders you all have a similar way of being; however, despite the fact that they might accept you as their leader should you win, you would not make a lot of friends. It is likely that most of the man's bondsmen would desert rather than fight for a man they swore no oath to, and what they might do once they have deserted is unknown.

[5] The rules of a duel in this clan are as usual: to the death or until one of the two abandons, in which case it is up to the other to decide whether or not to give the fatal blow. There is no precision on weapons used - you would not risk being at a disadvantage if you choose to go forward with your plan.

Will you challenge this man for the rule of his clan? ((Note that if you go forward with this plan, you place your PC's life in the hands of the dice, if he looses and your enemy does not spare him : this is to avoid duels becoming the easier alternative to war. You have been warned.))

Scout only the clan that seems to be weaker, even if it provokes war

[2] You scout the clan which seems to have the weakest army - meaning that you pick one of the two at random and send scouts over there. Your men visit the Sandor territory, and... [1] They do not return. Instead, you receive a messenger who claims at your gates that his clan protests your violation of the established territories, and that if any more troops cross into their border, they would counter such an action with war. He leaves before you can interrogate, perhaps because he fears you will not show any more mercy towards him than his lord apparently had towards your scouts.

Now that your relations with one of your neighbors is ruined, you might as well go to war with them - they won't be your friends for a long time. You would be, however, walking into a relatively unknown territory with no idea of what is waiting for you at the end of the road. Leaving them in peace may look like a gesture of appreciation, and might convince your other neighbor that you did not intend to invade them, but then again not replying anything to an affront like that one may also make you look cowardly... What do you do?

Have the scouts sent to the neighbouring clans try and gather data on the clan's military strength.

Given the veteran's absence, search for someone who might be able to teach Graharg logistics instead.


[6,2] You send scouts in your neighbor's lands, this time attempting to evaluate their military strength. Those going east return with the news that they were unable to infiltrate Aryad lands, but the ones who visited the Beyads inform you that... [3] Their military force appears to be significantly smaller than yours, although they were unable to give you a precise report on the enemy forces' location or movement patterns.

[6,2] There was an outstanding logistician in your clan some time ago... He went with the veteran to visit the King. While this may seem like terrible luck, it makes sense in a way: the King fought many wars in his youth, and forged many friendships which lasted throughout the time of the peace with some of his commanding officers.

[3] One warrior of your clan claims that they were not, thankfully, with the King when the old man went hunting for the last time. Where they are now precisely, though, is still unknown: the King's Hold is a good bet, but then again they're warriors by nature; they might have joined some of the bands forming to stop the raids along the coast.

"Missing envoys. And the Valdrim ignore me. The fools,I would not spill our blood so freely."

Milenas paced back and forth in his map room. Before summoning up his runners.

Summon 3 regiments (1 plain, 2 heavy), March to the Kaldrim clan hold, request a meeting with the clan-chief.

You go forth with your troops, [3] effectively declaring war on Kaldrim unless the clan lord forgives your intrusion in his lands. [3] Upon arriving at the hold, the gates are not opened, but no arrows are fired towards your direction, which can generally be described as a good sign. The Lord of the place arrives upon the walls to address you and your host.

"In the days of the King, messages could be exchanged between lords without envoys disappearing or armies marching upon the lands of old friends - but now the king is dead, and it seems the days are changing. What brings you here, neighbor, with an army at your back despite our agreement to participate in your meeting?"

Scout the two tribes out again, trying to note any weaknessses in their positions.

[5,4] Both clans have fairly strong fortifications and defenses, but their troops are not mobilized inside them - instead, the soldiers mostly patrol the land to ward it against potential raiders or bandits. As such, one could easily assault them in a position that would favor the attacker and not the defender.

628
Forum Games and Roleplaying / Re: You are King 4.1
« on: January 09, 2013, 07:54:29 pm »
Send a message to the spy asking him to investigate the Mangars' militaristic strength as well as the political situation.

[1][2] The spy's first reports are confused and lackluster. After a few messages telling you about lack of organization and peculiar security measures, you start getting the feeling that the Magnars have a much better intelligence system than you... Or at least that they discovered your spy's identity and are playing him for a fool. While that may be only an impression, it seems very unlikely that the spy would be rejected over non conform beard status every time he attempted to enter the fortress despite his frequent changing of haircut and disguise. Perhaps you should try another strategy?

Encourage them to join my clan as one, based on our previous good relations. Agree to hear out his demands/proposals if he has any conditions on the joining of the clans under my rule.

[4] While the leader of the clan would be most interested in forming an alliance for the good of the Highlands against the outsiders, a union of the clans seems a little extreme. He mentions numerous reasons - the efficiency of administration, what the Old King would have wanted, the tradition of independence of the clans of this land - but his real reasons are obvious: he wishes to remain on his throne if possible, and with only the bearer of the Oaken Crown to rule over him. Still, an alliance could be a good beginning to a long term relationship, depending on your objectives.

Try to evaluate the military strength of those nearby clans

[3] It's hard to evaluate the military forces of your neighbors without doing anything that may be seen as an act of war - especially in those times. With the King's Peace broken, the minor clans are all fully expecting aggression coming from their more powerful neighbors unless they are in an exceptionally good relation with them, which forces you to be conservative with your scouts, unless you want to risk going into war with the clans while Alantor's ashes have just finished cooling. Of course, if you are willing to take the risk, then your scouts could be a lot more efficients and may be able to bring you back detailed reports...

Attempt to gain information on the stronghold and the status of forces

[3] As soon as you land, riders greet your coming from the stronghold, before you even have the chance to send scouts. It would seem they have a tight surveillance of their coasts... Whether by pure paranoia or because they figured out the King's death could only mean war, they knew trouble would be coming their way. The emissaries greet you with all the politeness that your status requires, but no more; and they question your objectives on the island, citing the fact that you are breaking into their territory and that if not for 'long, good relationship between our clans', they might have considered this to be an act of war.

Go to the nearest village and talk to the locals, perhaps they know of where the raiders might be, or where they might strike next.

[5] The first village you find that hasn't been burned down is defended by walls. After some discussion with the gate's guards, who refuse to let you in, you reach a conclusion: the raiders appear to be avoiding as much as possible the King's Lands and any clan which might have enough force to oppose them some real resistance. While this is still vague, it narrows your search a little: since you already know that they do not appear to be striking west, and that most of the east is guarded, one might assume their next few raids will be conducted north of the riverlands, where the clans have taken no action - as of yet - to stop them.

629
Forum Games and Roleplaying / Re: You are King 4.1
« on: January 06, 2013, 02:08:16 pm »
Scout the area surrounding Koelling (my castle) for information on the minor clans

[4,6] The clans of Sandor and Eldos are both very friendly towards you. They mostly share your culture, although Eldos has meddled with some of the other clans in its surroundings in the past.

Send men under the flag of the Sea-Guard to each neighboring minor clan-hold(Valdrim and Kaldrim). Request a meeting in a neutral location in a week, that we might discuss the threat of the raiders, and how best to deal with them.

[1,6] You're not quite certain what happened, but while one clan agreed to meet you on a neutral ground, the envoy never reached your land. Perhaps he got intercepted along the way?

Hand command of clan troops to Voric, to carry out their mission as per my orders. Head to Tharios hold with my hunted game and offer it ot the clan head as gift and request meeting.

[?] The clan leader of Tharios accepts to receive you in his halls for a diplomatic meeting, although he informs you that he is curious of your intentions.

Scout out the Lands of the Hankals, if they notice us retreat.

[?] You scout the lands of the Hankals, finding no troops to bar your passage. In fact, it seems like they have sent out no warriors out of their keep in a long time. At least, you manage to go unnoticed.

Go by land to the other side of the bay, keep to wooded areas and stay alert for any signs of these raiders.

[1,2] You do not see any signs of raids in the areas you go through for a long time. However, as you advance across the coastline, you start noticing things: burned down farms, keeps refusing to open their gates, villages with no one leaving the walls... There are clear signs of raids around you. No matter what, however, you never manage to trace down any of them - perhaps because you remained in the woodlands, or perhaps because you were outfoxed...

Send a spy to the Mangars' land.

You send a spy to the Magnar lands, where he does a good deal of nothing until you give him further orders.

Continue to insult and dishonor the forest clan, sending a messenger, out of bowshot, to do so, the messenger himself clad in a grey robe, and about sixteen.

The stronghold remains silent despite your defiance. [?] It seems nothing is happening at all inside - perhaps they're afraid of going out and facing you..?

Scout the warriors of both the minor neighboring clans.

[4] Your scouts manage to remain unnoticed in the woods as they spy upon the nearby strongholds. They come back with relatively accurate reports: it seems the minor clans both have troops mostly made of light infantry and archers, fit for forest fighting. Alarmingly, however, it is unlikely that your troops alone could take either of them on while they defend their fortresses. You'll have to think of something else if you desire war.

Rendezvous with the veteran, asking about his immediate availiability and proceedings.

Try and glimpse more of the culture and political situation of the Baryads and Aryads, as well as whether they had any more intimate ties with my own clan, searching for something that might allow for for Graghar to unify the three clans.


[1] The veteran is not in the stronghold currently. No one knows where he is, in fact - one man mentions that he was one of the King's friends, back when the old man lived still. Perhaps he's gone to the capital, to honor his ruler's death?
[3] Beyond marriages between commoners, there's not much link between you and the minor clans. They have a culture very similar to your, although they are generally less settled due to having more forests encroaching their territories. The political situation is uninteresting - nothing's apparently happening right now in the families of the clan leaders.

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Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: January 06, 2013, 01:46:41 pm »
Fixed it.

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