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Messages - Ardas

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196
Forum Games and Roleplaying / Re: Vinland
« on: September 21, 2016, 03:59:23 am »
Or maybe, instead of taking oaths that are bound to doom us to utter destruction, we ought have to asked for a way out first? Are we actually dead, GM? If not, someone made a big doo doo by making hasty assumptions.

197
Forum Games and Roleplaying / Re: Vinland
« on: September 20, 2016, 03:55:10 pm »
If a guy rides on Odin's horse, has power over deals and knows pretty much everything, and his name is something that translates to "all-blind" who do you think he REALLY was?


198
Hey, can I joi... damnit.

I'll get myself onto waiting list...

Spoiler (click to show/hide)

199
Forum Games and Roleplaying / Re: Lords of Eseria [6/6] - Claim the land!
« on: September 01, 2016, 03:50:59 am »
(If Playergamer does not post till weekend, I'll NPC his nation.)

200
Forum Games and Roleplaying / Re: Vinland
« on: August 17, 2016, 10:23:16 am »
I think we should bury the hatchet... in his head. But that would be suicidal/best left for later. I think we should talk to them with pictures for now and exchange hostages which cn be taught each other's languages. We should also give them milk and cheese as gifts. ;)

201
Second Season, 201 AL

Sara Galliene

Sara starts sending scouts and surveyors into the neighboring uninhabited regions, with instructions to look for suitable sites for settlement and expansion. Any resources or terrain of note is to be reported back to her as soon as they can relay it.

Your scouts and surveyors encounter a lot of problems when striking past the borders of your territories - the land is rough and the wild animals hinder their progress. Weather, despite remaining mostly normal,  turns foul and bogs a lot of them down. As it stands, they make no progress and all and you learn that it will take repeated efforts to get over the bad luck.

Scouts are also sent to Stormport, to assess it's military strength of the city, a few emmisaries being sent to try courting it into joining the kingdom proper without violence

Your scouts investigate the defenses of the city - it’s walls and port are well-stocked and fortified and the city has a competent city guard and missile troops, but not a lot. It can be taken by force, but the odds are, the siege would be unwinnable without strong fleet to blockade the city from the sea. Several hundred of city watch, archers and several squads of marines on their warships compose standing army, although citizen militia of several thousand can be raised as a desperate measure.

Your offer to join the kingdom is politely rejected. The city has no interest in joining an isolated kingdom with no trade and no outward power, and even if threatened, it would seem that city fathers think themselves competent enough to see you off.

A few agents are sent to keep watch on the Brotherhood of Blood, and to learn what they can about them and relay that information back.

You send your scouts in search of the knights, and your luck holds. You don't find much track of the Blood Riders, but you find out that they have a central base from which they operate, the Galava Castle. Hidden in the depths of the wilderness, the ominous fortress is their nerve centre and stronghold of the Knights from which they lead their dreaded hunts. The matter of finding the place is somewhat complicated, as all tracks are well covered and those that get too close are killed - the only reason you know this much is because your scouts kept to the safe side and did not venture too far in search of the castle.

Józef Rajunc

Send scouts and surveyors to the north-west, along the east bank of the Matec, to the mouth of the river. Look for a natural harbor close to the estuary.
If a natural harbor is found, and the scouts don't encounter too many monsters in the area, prepare an expedition to colonize the area.


As you send the surveyors and scouts north, you do not hear a word from them for a long while. You send a second party to look for them and few maddened stragglers are found, with the rest attacked by beasts and dragged off into the forests. The second party forges on and gets to the mouth of the river, but fear of being attacked forces them to go back. You know that there is a way to get to the coast but also that without proper clearing of the ground, you won’t be able to settle safely.

Allow the Sejm to choose a wife for Józef. Retain the right to veto ridiculous proposals (i.e: 70 year old women, and such.)

Despite there being some viable options outside of your realm, like Galliene sisters or ladies of the princely court in the Lake Kingdom, the Sejm presents you with a string of girls - most of them their own daughters and nieces, all of them lovely but ultimately none of them interesting to you personally, with the affair resembling a sordid market.

If you really have no care for whom it is, the choice will be narrowed down to a random woman, but your diplomatic options to other kingdoms will be curtailed. (will roll up random person)

Trent Greysteel

Attempt to convince the various lords of the Houses in Ironpeaks to invest in the hiring of prospectors, engineers, and other experts required to make deep mines along with the creation of said mines with the money they have invested. Based on the amount each lord invests they will receive a share of any of the minds in any lords' province who takes part with House Greysteel taking forty percent for themselves.

Your encouragements to expand the mines are taken very positively and there is a veritable rush to invest in the mining operations - despite the supply being plenty and domestic demand being low, the encouragement from foreign traders is enough to cause an influx of prospectors and miners from the cities who suddenly were allowed to explore the Ironpeaks.
The 40% share is seen as reasonable enough, given the guidance of your house in the whole affair. In the end, there is an investment of 5000 from other houses, and with returns of over 20% and your share of 40% of that, you end up with additional annual income of 400, with pretty much no personal investment from you - well done.

Prince Vishkar

Raise 500 Bowmen (6000 cost) and spread them as royal garrisons to defend against drowner attacks. Encourage local lords to build their own defenses and train their peasantry to do the same.

Troops are trained and dispersed throughout the country. While in smaller numbers they cannot be as effective, they give the peasants enough of a lift in spirits. The lords are somewhat convinced themselves and militias are raised. The drowner attacks are reported less and less as a result, with large patrols scaring off the beasts and bowmen making short work of others without any serious fights or incidents.

Meet with local and visiting merchants and would-be merchants, encouraging them to increase their trading with the promise of royal protection on the roads. Large caravans shall receive jahangiri escorts for the way.

Despite your encouragements, the traders remain unconvinced, be it the drowners, the small number of your riders or just plain disinterest on behalf of the merchants who are unwilling to risk their livelihoods on a poor kingdom. You might try to convince them again next season, but on this occasion, you will not see any merchants this year.

Falrak Oberith

Raise 100 Rangers (3000 cost), Invest 3000 to resettle refugees in/around the capital.
Expect the other Lords to begin contributions to the strengthening of the whole kingdom.


Your troops are hired and added to existing numbers. The fleeing people are settled among your existing settlers and even though you spend a lot of effort and money on making sure they have their own space, you do not get a great deal out of that ( 3000 X 5%+3(roll) = 240 extra income).

Your other lords are persuaded to make their own contributions, and they do so accordingly, settling their people alongside existing villages. Their income is not great either, but you can count on similar amount flowing your way. (240 income from Tribute)


Lord Mayor Morghaen up Velkyrod



Expand the Merchant Fleet: put down 10.000 towards Armed Merchantmen with Detachments of Marines as additional Protection. The Free Traders are to start trading with Pŕlensk, Calisaren and Valden along their major rivers.

Ships are deployed and troops allocated. Your traders take to the routes outlined and load their cargo in the port. It will take a bit of time to see returns from your merchant endeavour, but you have a feeling it was worth it in the end.

Invest another 10.000 into a mixed Program of Colonization and Infrastructure in the unsettled lands between Velkyrod and Pálensk: A Single Highway, with Waystations every 30 kilometers. Each Waystation is to be outfitted with a stable, tavern, a guardhouse with a Garrison of sufficient strength to hold off any ordinary bandits and monsters and a messenger post, if the money suffices establish semaphore stations for those wayhouses. THese are the nucleus of the new settlements along the Velkyrod-Pálensk Highway

The highway is established and you are surprised that there is little getting in the way of both the colonists and the highway. The works are carried out swiftly and despite long and elaborate process of gradual turning of the road from a simple tract to solid surface, it does not stop the flow of people or resources and soon enough, villages grow around the Waystations. The land yields easily and beasts are strangely absent, perhaps driven off by the sheer volume of activity. (Income from villages = 1000, Highway maintenance = -960. Final balance - 40)

Invest the Rest of the Treasury into Velkyrod Marines to staff the Merchant Fleet, Settlement Programs and as a general standing army. Set aside 1.000 for dedicated Monster Hunters to begin commercial hunting of monsters in the new Settlements to make them safer.

Money is spent and orders are put down. New villages add extra money to your coffers (+210 income). Out of all kingdoms in the region, your trade city seems to organize itself the best, with notices for beast hunters put out. Although it’s a rather insane idea, few nobles and sellswords take it up. (+2 to next colonist roll against beasts)

((Apologies for somewhat haste assembly of this. Rolls are invisible on this occasion as I forgot to note them down as I did this over a period of a week but you can count on a more solid update now that I'm settled. Let me know if you notice any mistakes.
E: This is it btw, you can post now.))

202
Apologies over lack of replies, the game is still very much alive but my online presence is limited as I am moving atm and still setting myself up. We should be be able to pick up the pace from next week onward.

As for waitlists - there isn't one and it's likely there won't be due to my approach and predictions on the game, but if these players manage to last, who knows...

203
First Season, 201 AL

Józef Rajunc

Accept alliance with Velkyrod.
Hold a meeting with the electors to figure out what's happening in the realm.
Census the population and wealth of the realm, both to gather data and remind everybody who's in control.
Figure out how much we owe, and to whom, in war debt.


(Your incomes, debt and state of the country are in your sheet. Your land revenue is at the same time a rough measure of colonization and population as well, since feudal taxation usually revolves around land rents and dues for various rights, which are usually a flat payment.)

The electors gathered in the common hall of Ciemstroz. It is not the same as the old castle, yet it suffices for this Sejm. The lords are not overly happy, as they have to get used to sharing power again. The declaration of alliance with the mercantile city is given a grudging acceptance and a question of a western expedition is raised, to claim the black earth on the other side of the river. Of course, the expectation is that you would lead these yourself and would fund the troops for the operation. Despite their vassal status, they do not seem intent on helping you much - if they can’t be persuaded or bent, these lords will forever be an obstacle.

There is also a question of succession - lords are all too happy to choose a bride for you and steer your family’s future, seeing how your recent suggestion sent to Calisaren was rebuked, but whomever they choose for you might not be the best for your own interest, even if it is good for theirs.

Sara Galliene


Sara summons the vassals of the land for a convocation.
She also holds an open audience for the locals of her personal demesne, intending to hear out an issues and problems that they have, as well as getting a decent overview of affairs.


Lords of Calisaren oblige the summons of their sire with deference and gather in Valaren. Each swears the traditional oaths before your throne as they take their place around the throne room. The lords are content, if bored by the current state of affairs. In majority they have expressed the desire to expand and begin new colonization. In addition, the question of your sisters and yourself arose between the lords - all of you are of marriageable age and to an ordinary man, you are all past the point where suitable husband should have been found. Naturally, the lords are aware of your family’s legacy and some share their history with you, Lords Desmond and Istvan in particular, although these connections cast a shadow of doubt on the viability of these marriages, in particular from the lords that do not share these ties. The fact that an offer from Palensk was not disclosed or what the purpose of those knights was arose even more suspicion and guesses.

The country itself is at peace, if somewhat underused. People prefer hunting and tannery as trades, as opposed to farming and pottery, with the foreboding forests proving to be a bountiful resource. There is one fear among the people however, and that is of the crimson knights. You know them as the Brotherhood of Blood. A secretive band, they have been visiting Calisaren for generations, letting on little and hunting, both beasts and men that they did not like the look of. With their red tabards and crimson cloaks, heavy swords and maces, they began appearing in the countryside again, prowling it like their own hunting ground.

Lord Mayor Morghaen up Velkyrod

Look at the local monster situation and ponder the economic viability of selling monsters, their parts or taming them.
Consider Trade beyond the continent is there some exotic parts of the world from which we could import stuff?
Look into the local Economy and see where we can invest and improve our incomes

The beasts are not a thing to be trifled with, a you well know, but the lure of danger and profit makes it an interesting business venture. Most people stay away from the beasts if they can, so you need to look for people both strong and mad enough to undertake such a job.
As far as you are aware, some bests are more akin to normal animals and allow for extraction of their resources, while some are blighted monsters fit only for slaying. Majority of the latter ones are kept beyond Matec and the southern kingdoms, but in the wilderness to the north, fauna is untouched and reports from dependencies say that some beasts have been spotted.

Trade beyond the continent is pretty much non-existent - no one has seen the east in 200 years, as both storms and the currents push ships west. However, traders from Stormport used to make trips south, where they found exotic materials usually unobtainable in the cold north - silks, spices, gems and fruit. If you are willing to finance an expedition, you could find those yourself.

The economy of the city is stagnant - yours is the biggest commercial centre on the continent, but that will not last, as you depend on trade. You can invest money in the city and bring some of the guilds up, but the investment is not guaranteed (5%+Admin roll for each 1000 invested). You can also undertake a project of your own choosing, like expand the harbours, which would need prior planning, or fund a colonization effort into virgin land, with untapped resources guaranteeing higher return (10%+admin roll for each 1000 invested.)

Trent Greysteel

Call the Houses and Families of the Ironpeaks together for a Council where they are free to tell me of the problems plaguing the realm, the financial situation of their industries, and their desires for the future of the realm.

The lords of Ironpeaks are reluctant to gather, if only because they would have to move from their abodes to climb up to get to Stonebrook. Once there however, they shower you with praises for leaving them be most of the time. The mountain folk are strange, but you share the sentiment, laughing at the problems of the lowlanders.
The country is in good shape and there are no problems anywhere in the country. Given the fact that mountains protect you from the worst of the monsters and the fact that the land itself is protected by the ministrations of the clerics from the monastery of First Light, high in the crown of the mountains.

What is getting everyone’s interest however are the prospectors from Northaven. The merchant city on the island sent its explorers to your shores and these, by the permission of your lords, begun looking for various ores. The city has been battered by the storms and it is likely that it might decline further if it does not make some trades. You, due to your proximity and wealth are their best and last hope, with Velkyrod to the west and Stomrport to the south. Your lords are happy to cooperate, if they can get an investment and a share of the mining wealth in addition to the iron they already extract, albeit on a small scale. Mines in your country are but shallow pits and surface excavations, with the deepest shafts being merely extensions of caves where first ore was found. These people bring expertise however and are willing to establish a first proper deep mine, if their search succeeds.

Also, Lord Hammond of Eastmountain expressed interest in your sister. He is young and his demesne moderately rich. He could make a strong ally.

Prince Vishkar

Prince Vishkar holds a grand assembly of the lords and ladies of the realm, and asks them to bring problems and suggestions to him.

Following the elaborate ceremony, your lords bring you their fears and troubles more directly.
Right now large parts of the country suffer from drowner infestations, as these troublesome beasties rose from the murky waters of the lakes. They are also worried about prosperity of the country. The kingdom has been isolated for a while now and despite potential trade, the bazaar in Sakand hosts only few stalls nowadays - a far cry from the days where the trade and wealth generated were the pride of the kingdom.

Last but not least, the borders of the kingdom have been infested as well, especially south and west. Lords are able to keep the worst at bay with their own forces, but some are worried that a herd of vermin and other foul monsters might be driven towards the kingdom by a manticore pair or an enraged owlbear. Some scouts reported long stretches of land that were devastated in wake of fleeing beasts.There is also word of the Brotherhood of Blood appearing from the east, clearing out the monsters wherever they appear, but by the looks of it, they treat it more as a feat and a sport rather than full-blown service to the small folk.

Falrak Oberith

Summon the other lords of Valden for a meeting. Also ready a report on the land.

The hastily assembled meeting told you the same story as you expected - most people fled beyond the river, hardly anyone is left in the south. Ranger patrols and waters of the Whiterun keep the worst out, but the captains demand revenge. They demand that the beasts be pushed south and that you spearhead a colonization effort. The land is not rich and the only other thing you could do is to turn north and trade with others, or try to settle the emptiness between their borders, at risk of being involved in their politics. You can always try to attempt resettlement of the abandoned boroughs on your side of the river and make sure that the refugees are tended to, but do not count on much, at least immediately.

Another issue raised was your dynasty situation. Another heavy loss might mean a total collapse of your house - Aledrin is old and Acaetrem not much younger than you and even less experienced in the ways of the world, for all of his knowledge of dry numbers. Valden did well in its isolation, but you need reinforcement, from whatever direction.

Trade with Stormport appears to be the sole lifeline that at the moment is sustaining your people above the subsistence level. You never paid much mind to these affairs, but with your back to the wall, you cannot afford to ignore any path.


EDIT: Trade

204
((Everyone should have received a sheet in PM. If there is any trouble with this, let me know asap. As for you Tiruin, if you find a willing player, by all means, you can participate.
BTW, base troops remain to be distributed, so that will be done soon.))

E: If DH and adwarf could drop by to IRC so I can give them some unique units, other than that ,we are waiting on Tere to post.

205
Year 201 AS (After Settlement)

Eseria was a bountiful and empty land when the first settlers arrived and established themselves in Firstport ( later known as Stormport). As the people grew and spread, central rule was nonexistent and loose affiliations to local leaders bound men for common security but beyond that, freemen were in charge of their destiny.
Land heaved under the growing numbers of people and several domains arose, with the warriors, mayors, chiefs and captains taking charge, albeit with grudging consent rather than outright love.

All this changed with the Storms. As beasts attacked and land failed, people flocked to those more capable, who in return granted them protection. But that protection was not free and over few short generations, people became serfs, huddling around small castles and hoping for the light of day each night as darkness brought death to those who did not watch themselves.
The Storms subsided and land became bountiful again, but not all monsters fled and not all men gave up their power - knights and lords became a permanent fixture of the land, just as they were centuries ago in the now forgotten homelands.

Those who sought different life flocked to the cities, where coin and wit were king and where the sheer mass of humanity kept the worst out. It did little to improve the men themselves and the “free cities” became both the worst and the best of what man was capable of.

Now, the lands are in a state of flux - all signs in the heavens and in the water point to new Storms, beasts rear their heads once more, but the land is still rich and people are eager to face adversity with their heads held high.

Spoiler: Bestiary (click to show/hide)

Unit roster


Trent Greysteel

Trent, this year began with  the dark clouds over the horizon and snowfall in the northern mountains. These are out of season, a mark of the impending problems and darkness coming over the land.

Yet, your small realm is strong and rich, your lords rallied behind you and willing to march with you. Lowlanders might be bothered by beasts, but you are safe behind your gates and with tall mountains on all sides, you are untouchable. Whatever you decide, your land is secure... for now.
At the moment, there is ever-increasing demand for iron from your mines and the merchant cities demand ever greater quantities. You will have to make new arrangements with them if you are to profit from this.
There might be other issues as well, but those will become clear once you hold court and speak to your bannermen. Each of them administers a portion of your domain as a hereditary fief and keeps their own revenues, but provides you with leal service and troops if you need them. but be sure to keep an eye on them.

Prince Vishkar

The Lake Kingdom that you inherited was once bountiful and pleasant land. It still is in many aspects, but the Storms depopulated many a town and what remains are fishing villages on the shores of the waters of your land. But even there they cannot find respite, as drowners and beasts from the hills harass your people. Trade has dried up and what little resources are left are focused on subsistence.

Yet, there is will to rebuild it and your lords, though wary of you and your predecessor’s wrathful legacy that might arise, are behind you. What your people need however, is security. If you can put the land at ease and get the country connected again, you might be in the best position on the continent.

Lord Mayor Morghaen up Velkyrod

Velkyrod, Velkyrod, city of wonders and wealth. mugs and merchants, princes and paupers, all living within tight confines of the city walls, while outside manors and fiefs of the city dwellers supply them with everything they need. Alas, everything they want is traded for and the city is the richest place on the continent. Or so you think.

Storms have not been kind, smashing ships and cutting you off, but there was brief respite, allowing you to rebuild and bring the wealth back in. Others were not idle however, with Northaven and Stormport doing the same. While you might dominate the west, they dominate the east and everyone is fighting for the untapped inland.

While Palensk is keeping majority of beasts away, there is a lot of empty land between you and others and that is where the beasts roam, looking for prey and barring way to traders. If Velkyrod is to survive and beat the competition, you must re-establish trade, or perish.

Józef Rajunc

Palensk is finally at peace. The lands are under your family’s rule again, the monsters are kept on the other side of Matec and your warriors are probably the finest on the continent, swinging the sword and lance with skill and ferocity rarely matched by other knights.

Yet, you sit uneasy. The elector counts are watching you and they see someone who proved them wrong. To challenge these lords might be something that any sovereign has to deal with, but in your case, you face even larger problem. Your coffers are not as great as others and hussars, despite providing feudal service, still need good coin to provide for their entourages and horses.

Matec is the ultimate border, a wise man would turn east to others for opportunities. Yet, the west is the unknown and what more, untapped. Whichever way you pursue, you must ensure you do not get strangled by the problems at home.

Sara Galliene

Sara, your land is peaceful and untouched by Storms as much as others. It is a blessing and a curse, for the peace is reinforced by isolation of your land. Yours was always a land of sullen quiet and gloomy forests, untamed hills but also of fearful and estranged people. Despite your proximity to the first landing sites in Stormport, this corner of the continent came to be most isolated of all.

Your isolation has it's benefits - beasts are not as numerous and being in everyone's backyard means you do not have to worry about invaders. But your people yearn for contact and growth, they yearn for light in their lives. Or you can deliver them power. But will that bring them, and you, any respite. The storms are growing and you have to find a way past them.

Falrak Oberith

Valden is a scarred land. Fleeing across the whiterun and the subsequent bother from many a beast left you with little respite. Yet, you are secure for now. You live, but you will not survive if you do not grow.
You are not the only people in Eseria and strangely, you are not the only isolated ones, although yours is one of choice rather than desire.

While in the past it proved to be a source of security and trade now it barrs you from reaching others. If you are to survive, you must thrive and that will not happen without external help. After all, are you not keeping them safe from the bother of the monsters that lay beyond the Whiterun?

You know however, that far in the south there are massive mountains, far surpassing the Ironpeaks. These virgin lands, while occupied by beasts, were always a lure for your people who pushed towards that land like a beacon. Maybe if you manage to do that again, you just might find riches greater than anywhere else….

It is late, so sheets will come tomorrow. But for now, feel free to take these in and start the play. Since we are in a limbo before sheets arrive, you can RP in the past or with each other.

206
To be honest I'm not sure a waitlist will ever get to play, given the longevity of these games, but I've always strove to make them last.
I will consider an additional player if the current number won't cause too much trouble in running thwm.

207
I was considering all of these actually and I see no reason for people to be barred from the game if they desire to play support characters.

If anyone wants to play as the family characters of the main players, they are free to do so (1 extra player per family). They will not have any free major actions of their own(economic, military), unless delegated by their sire to act, which then they have to roll for on their own.

In addition, due to some balancing, no initial skill that is being reduced might go below 8. Those of you who have balanced sheets have to do nothing, but the others will have to adjust theirs. I'm still working on few things, but do amend your sheets as soon as possible. Do not worry, there will be ample opportunity to get those skills back up.

As for NPCs and end goals... you have to survive for one but also come out on top of everyone else. There will be challenges of various nature but how you deal with them is another matter entirely :). Given that this game is half-RP and half- kingdom game, solid goals are somewhat hard to define, which is why I made survival such an important element.

EDIT:
Preview of the map here, for your viewing pleasure and moaning over details. Let me know if I missed something or placed it incorrectly. BTW, the two cities in blue, these are independent city states, along with Velkyrod making up the "Merchant Three".

Spoiler (click to show/hide)

208
As promised, I have decided upon the final player roster. I had hard time deciding between a couple so I decided to expand the game to 6 players. It will probably bite me in the ass later but as it stands, the following players have been included:

Playergamer
Ghazkull
Taricus
Digital Hellhound
adwarf
Terenos


I will be preparing the map and the game start now so stay tuned. feel free to ask and discuss things in the meantime.

209
Gigla, as far as the descriptions go, go wild but be aware that mechanically, I have stats to make all troops fairly balanced between players, at least for the start.

The dynasty members are half NPC/PC - they serve as the extension of your player character and can act on missions and administer your domain in your absence. They can also be used in diplomacy to seal alliances or forward claims. The NPC part comes from the fact that majority of their actions and their disposition to these actions will be rolled as well - sometimes you might get them grumbling against this or that or outright defiance and rebellion for one reason or another.

210
Heh, the apps are still coming - I'll wait for few people to finish up theirs and post them if they still are looking to do it. I'll announce players by Sunday latest.

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