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Messages - escaped lurker

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181

I'm afraid I don't quite understand what you mean by "suggestion squads". Are you saying they're people who can comment on the battle situation, sort of like fellow officers in the field discussing the current battle situation?

Naw. Just squads that are moved by "player suggestions", instead of, well, a single player. Would make the game appeal to more than just the ~6? officer players. Might just be my bias for suggestion games though.

Quote from: coleslaw36
You know, I never thought of foxholes or trenches. I was definitely going to include artillery, mortar teams, anti-tank guns, and other types of divisions. In terms of artillery though, I'm not quite sure whether it should be like an off-map entity that you can only call a certain number of arty strikes from or an on-map unit that someone could control.
Huh. Trenches actually were the first thing that I thought of, considering 1921 to still have WWI war-tech. Then again, hoping that the enemy troops leave their trenches, as to assault our trenches, doesn't make for very interesting gameplay. Taking pot-shots at each other with sniper fire and artillery, isn't all that peachy either. Foxholes inside a forest, as to ambush or delay enemy troops, or storming a smaller set of trenches, sounds workable though.

About artillery, I guess the big shots would sit outside of the mission, with smaller cannons and mortars in possession of the squads themselves. Then again, artillery was key in smoking out trenches, which is not something very interesting in the long run. Having a limited number of shots, and or cooldown, sounds good though.

Quote from: coleslaw37
Cavalry? Interesting idea. Perhaps on a larger battlefield. ;)
Well, Napoleon made them relevant enough that they still were used as combat forces until, well, trenches became the "main" battlefield. Pretty much any other scenario than VS tanks, trenches, and artillery, and they were viable even throughout ww2, so there's that, I suppose. In the end, it really depends on what kind of missions we will be going on.

Or, rather, it also depends on how close to history you want to base this game, instead of your own thoughts on the matter, and gameplay reasons.


Quote from: coleslaw38
Perhaps we could have some variety in combat ;)

How does everyone feel about adding other types of combat other than just land combat? Maybe we could have some dedicated air combat or naval combat? I dunno, it's a possibility.

Truth be told, sometimes less is more. If we are to include officers commanding naval or aerial forces, wouldn't our missions become restricted to all-out battles that include both? Or, we would give these officers forced time-outs, for as long as the newest mission goes on - easily a week or two. The only "other" way of dealing with this, afaik, would be to have multiple missions running at the same time. So yeah, it sounds great and interesting - but at a steep price.
To pitch my sales about the suggestions, having these forces guided by the players, instead of a single one, would rid us off the aforementioned problems. ;3


Quote from: coleslaw39
I was also considering hidden soldiers (ie sniper teams) and how to illustrate fog of far with hexographer.
Honestly, the easiest way for doing this that I know, would be to work over the hexograper-map.jpg in gimp. Get a second layer above the map, get a "black hex", and get working. Get a "white hex" and "draw over" previously blacked hex-es, and then delete all white from that layer. This method would also allow you to add in custom units, structures and terrain, unlike the demo version of hex'.
(Unless of course, you have the non-demo hexographer. Not sure if they have second layers with that, or other means to solve this problem. [They really ought to, though. Seems like one of the key bonus features to me])

182
This, sounds like it could be quite the fun affair.
Sign me up for the waitlist!


The coop-style would allow the "headquarters" / rest of the players, to proceed with the turns even in the absence of some players. Nothing worse than waiting half a week for a single player, only to then have him write impossible commands.

With hexographer, the presentation is rather clear-cut. Which is good. Equipment dictates what the squad actually can do, and how many of them are able to do so. Unless designed in a too cumbersome way, this shouldn't be that much book-keeping on coleslaw's side, but make for very nice tactical additions.

For the real fun stuff, I'll just mention foxholes, trenches, artillery, soldiers in hiding, possibly snipers and the last vestiges of ill-fated cavalry.


On another note - how about introducing one-a-two "suggestion squads"?
This would reel suggestors in, which are interested - but deterred by the responsibility of taking over one of the officers. Coupled with bay12's insidious mind, our armies just might become a force to be feared! Provided, we don't set everything on fire first. Doing so, would also give rise to a greater pool of participants, stand-ins or substitutes, should the need for those arise.

I actually imagine this plot to go well with some "soft" rp. The players, arguing in the command tent of the army, or over the... did they even have mobile radio-coms yet? Either way, I imagine it to be quite fun. Though, as this is my personal taste, I won't advocate for it. Just mentioning the possibility.

183
Forum Games and Roleplaying / Re: Blood Arts (TISG)
« on: May 20, 2016, 03:27:12 pm »
Move to E6
Brute Force Attack on F6


That'll show him. Well, or maybe not. We will see.

184
Forum Games and Roleplaying / Re: Blood Arts (TISG)
« on: May 20, 2016, 03:16:09 pm »
Er, Yourmaster. That post you +1'd is the GM telling us to murder the guy. That's not an action.

We move to E7. Then, after the bandit moves, we attack him from anywhere with a ranged attack.
+1
+1
Murder the guy!

185
Forum Games and Roleplaying / Re: Blood Arts (TISG)
« on: May 19, 2016, 04:06:45 pm »
Name: Ingir Cotts
Gender: Male
Profession: Porter, Thief, Bandit

186
Forum Games and Roleplaying / Re: (SG) Widow: A Duchess Scorned
« on: May 15, 2016, 05:25:05 pm »
Quote from: Traaaacieant
Traaaacieant speaks next, explaining your role in the plan. Before the Chieftess can ascend and make war against the world, she must have the following demonic assets in place: A soul cleaning operation that specializes in making undead, A soul cleaning operation that specializes in making demons, A mining/materials operation, An operation capable of producing artifacts at a steady pace, An operation devoted to the banking and transfer of souls, An operation that trades in moral slaves and prisoners, and an operation devoted to covert operations across the demonic realms. In addition, a few dozen combat-worthy greater demons will be needed to fight alongside the clan's warriors, and another few dozen will be needed to guard the as-of-now empty city where all this will be based. It is on you to assemble and manage all these demons. To aid in this endeavor, Trance's enforcers/grandsons, Tooshel and Viishel, will answer to you directly, bending other demons to your will through threat, blackmail, and force.

Either I completely mis-understood this part, or several of us suggestors do. We are not expected to pull up all these revenues - or are we? I was under the impression, that we have to get that demonic fighting force, which is mentioned last, under our wing. The text says, that the chieftess needs all of that for her plan - not that we have to assist her in all of those plans.
I'd actually would like to ask for clarification on this from Weirdsound. (Or anyone able to dispel my doubts / misconsceptions) Because, it is kinda important if we are only supposed to get a military going, or half a dozen of businesses alongside that.

Quote from: Several Suggestors Agreed
I am afraid we do not have time top spend with Joy right now, after the festival maybe but we need to move and shake right now.
Duly noted. But, for the sake of consistency, we at least wish we had the time to do that. Well, not that this actually should need a suggestion. We are hella sweet on our kids - and it should be the same for our grand-kids, half-breed bastard or not. (Neither would we, with demons and undead as relatives, care much about it.)

187
Forum Games and Roleplaying / Re: (SG) Widow: A Duchess Scorned
« on: May 15, 2016, 12:07:22 pm »
I doubt we have seen Farquads kids yet, so it should be our first grand-child which we actually see, isn't she?
Be sure to find some time to spend with Joy and Lanette
Because we want to. Simple as that.

Okay Talcutta's Privateer Fleet
Peachy, that. Dean gets his ascension spot, and since great-gramps will be in our soon-to-be-immortal hands, Tiv' won't have to worry about his employer either. I'd say, give him the go-ahead. Accepting the deal, clears away several of our problems - Denying it, not only will have those coming back, but also several demons pissed at us, over an amount of souls which is - in the long run - not all that much.


Chieftess Ivy's Demands

Ivy herself wishes to partake in the blood of your demonic ancestors
How about we let Talcutta foot that bill? He kinda owes us, I guess - and if not, we just owe him a bit of back-up for his fleet. A good deal for both of us, unless he himself is all against it, for personal reasons.
Having another link between axebeach and clan ivy, while not necessary, isn't bad for business either.

Ivy wishes the newborn Lanette to found her priesthood
Setting our half-breed-bastard grand-daughter up with a ~high priest position, in an organization that atleast we have a pull in? That sounds good. We'd be hard-pressed to give that child a "better chance at life", than that. In the mean-time, the child will recieve care in her family, be it at her mothers, or her grandmothers side.
While this requires the input of Joy, I get the feeling that the girl will be all for this, given her loyalty to trance and stuff.

Marry Nuxhidieon / Midieon?
Having this legendary dark mage turned demon as our political husband, would have way too many boons to pass up lightly. It is also one of the less "offensive" options.

Chieftess Joy?
Truthfully, even if we would consider this, we would need to have a talk with her. I'd wager we feel more than a bit squeamish about the thing with her bearing many offspring. On the off-side, with her loyalty to trance, we already know with ~80% certainty, that she will jump at that. I guess, she would even welcome such a grand role in the service of her deity, even thrive in it. Still, I am very unsure about this one.

Yaugurs Demand
What he says, goes. Btw, does great-great-gramps know of Fortunes fate yet? Albeit we would need to ask our daughter, if her fate might possibly include a heir. Either way, we actually might fancy her having children of her own, once she reaches adulthood.

188
Forum Games and Roleplaying / Re: (SG) Widow: A Duchess Scorned
« on: May 13, 2016, 11:27:32 am »
O~h boy. I was wondering, with all those goodies and deals we got, how "the crown" would even wage war upon us. But this last post, well - it's kinda like finding a health pack, a new weapon, and ammo - next to a save point. Minus the save point in our case, but you get my drift, right?

What our war shapes up to become, is not a little scuffle with the crown over some noble seats - Instead it seems prone to becoming a fight against the human pantheon, and all those four are able to reach.



Now that that is out of the way;
First priority, Talcutta
Not something we need to do immediately, but the overall most important point of our suggestion business - as I see it.
Now, we don't want to hinder family on their profitable side business, but with how things are currently playing out, Tivavarav is going to be at that festival. And it mighty looks like he was set-up for that. Which seems mighty shifty. On the other hand, unless all of this is Clan Ivy setting us up, to set Tiv' up, which I kinda doubt, I don't see how our great-grandfather would be able to pull off anything.
Scheming that we are very doubtful about aside, lets have a talk with our ancestor. Who knows, maybe he knows his masters plan to "sell" him off, and - wasn't he a water elementalist? - plans to buy himself out to axebeach. That, would make the most sense. Right, we'll just presume something like that to be the case. Though, should he really be up to something, we~ll. All the better for Dean.


Quote from: Weirdsound
@Lurker: Yaugur is not 'mighty' by traditional demonic standards, he just happens to specialize in putting down other demons, including those significantly older and more powerful than him.
Right. Mighty. Or did you stutter on that last part? ;3

189
Forum Games and Roleplaying / Re: (SG) Widow: A Duchess Scorned
« on: May 13, 2016, 05:27:19 am »
Sounds good so far, though I'd supplement some points.

Decline Syzzik's offer, saying that we are actually going on a diplomatic mission to Clan Ivy. We would love to go wih him, but right now we can't. This is just really important business. But tell him not to worry, because his ambition has rubbed off on us.

If you guys can write something better, it would be really nice. But the final phrase is what matters the most.

Not sure this is any "better", but I would like us to attend this matter personally, and tell him the straight-up truth. If Syzzik is to be our lover, we owe him that much; It is a most important political matter, one, that fortune even got wind of by her "own" means. It is also a prerequesite to both of them taking that "little boat trip" - and getting this whole war on the right track. "I" actually am of the opinion, that Maeris really could use some down-time from all the scheming, and a nice weekend with Syzzik would be just the thing for that - but either way, right now his presence in such an openly political setting, might complicate things.

Go with Dean and talk business with Tiv, about the following:
-Any contacts that he wants to have for his demonic business.
-Offer to do some advertising for him. We are proably going to encounter other dark mages from the East Coast, so we can recommend him or even impose that they do business with him. But we may need to demonstrate our might, so:
-See if he can allow Yaugur to come for free just to show off during the Sunday night. Note that this doesn't mean that we will summon him, we just want to consider the options. We don't want to make him fight, we don't want to take risks. The idea is to just do some advertising for the family business.
-Ask about what he will need to expand his operation, something that he may need to do in case we get him enough customers. The contacts we have gained recently means that we are in condition to invest in his otherwordly business. We can just buy souls from the goblins, and we can contact the City of Toombs to buy staff for him.

I'd like an orcish opinion or two on mighty Yaugur attending the festivities of, well, the presumably somewhat lesser Traaaacieant. I would imagine it would do the later honour, but it could also be a faux-pass.
Else, this would be a nice gesture to show that not only the bonedust-branch of maeris and the clan ivy, but also their backers, are in a good relationship. This would complicate things for our Uncle though. Not that it should matter much, seeing how this war currently seems to play out - or well, the plans for it.

As for what we actually may do on that black magic show, I'd wager we pack any reagents that might be needed to put on a show befitting of us. I'd wager that most dark mages will flock to our "cause" soon-ish anyways, about the time we reveal ourselves to own axebeach, and the implications thereof - but having their support sooner, would put is in a better position.



Quote from: Fortune
"This trip we are taking could be the point of no return for us. You will be given the opportunity to forge a mighty collation, that will plunge the kingdom into a war that shall not cease until your descendants are either royalty or extinct."

Oh boy. If we are to believe this, and her hopeful husband gets wind of it, what are the chances that he will switch sides? ^^
(To be bonus cryptic - "our descendants", might also imply our grand-children. Which we really should get more of, I guess ;o )

190
Forum Games and Roleplaying / Re: (SG) Widow: A Duchess Scorned
« on: May 08, 2016, 06:01:52 am »
Quote from: Zeph's sister / Legendary Thief offered
five million silver
Now, I don't know how much silver actually is in those minted coins, but I'd wager we would be able to get axebeach the silver that it currently lacks. Might not even need to be from the thieves, though I agree on their deal.
Obviously giving it away for free, is not a good idea at this point in time - but trading on favorable terms, for a trade-good that they can obviously spare, is another matter. What I'd have in mind, would obiously be Souls.

The question is, how much silver is a slave-soul of axebeach worth, and how much we can get out of such a soul.

Actually, ask about their silver needs either way. We know of a smuggler who should have contacts that might help with this, and through the smithy and enchanter business, we could also channel some silver to axebeach without arrising too much suspicion.

Quote from: Tomcost
Thief business

Okay, our demands for their services are simple: they are to gather a personal element from each of our enemies. Bonus points if they don't notice the lack of said element.
I agree with IronyOwl, this would be a most effective, and delicious move. Thing is; doesn't their god disallow killing and other stuff? He also might disallow it, if it is done by proxy, as would be the case in this scenario. If it is not allowed, and done by unknown proxy, the god might not care - or as much.

I'd suggest that we gingerly ask around this possible problem, and ascertain if we really could use the thieves like intended.
Questions like "If you can't open castle doors, what about their key - are you allowed to hand them over to an attacker?". Make them about our daugthers possible rescue, which is actually something we might want to keep in mind.

I'd go for their deal either way. We can give them freshly vacant-ed positions, or have them marry into nobility through our family.

Quote from: IronyOwl
Otherwise... are we basically ready for our trip? With the Virgil issue dealt with we're not tied down by anything local very badly, are we?
I'd argue that we would want to resolve Greent before that. If we - or his father - tell him of our daugthers current predicament, he is sure to become some sort of ally. Not sure, though, we want him to find out without proper guidance, as how to solve the problem.

I guess it would boil down to two things; How we handle her rescue, and how we handle waive her punishment.
About the later, I guess having Joy succeed us, would do plenty - especially as her sister is already reaping a worse sentence at the moment. Or, well, something that could easily spiral into such a sentence.

About her rescue, I'd wager that we can have the thieves map out the castle, their numbers, their patrol routes - basically anything needed to have Clan Ivy's goblin-agents do a rescue mission. That Chasity, as our daugther, is also kin to them, or us including her rescue in our talk with the Chieftess, might have them willing to take a few deaths for the cause. At least as a possibility, we might want to keep that plan in mind. (Not too sure about the geopolitical problems involved in that plan though)

191
Forum Games and Roleplaying / Re: (SG) Widow: A Duchess Scorned
« on: May 01, 2016, 06:32:08 am »
Won't becoming Head of Axebeach, put up a possible tripping hazard in our "Cannon Quest"?
I'd double check that we won't need the support of this "City-State of Lagoona on Titan Rock", that our potential goblin-vassals are enfeuded with. Or, at least, how strong this faction actually is. Just a precaution - I'd most likely be for Axebeach either way.

The enchanted Glass, is dead capital right now. Let's not keep it that way.
I'm completely fine to sell it to Ovinsial, and go on a soul-fueled shopping spree, as I would be with possibly buying a dark elven crafter to make stuff out of it. Sounding out our contacts on any such crafters, obviously also a fine idea.

Elven Shopping
Getting some elven slaves for our cartel, is a tad overkill - or rather, their price. Some of the useful members of that household, sure. But if it is just plain work-force, I'd argue we could drum those up in other, less costly ways.
I'd have a mind to ask for an elf with which we could do soul-cleaning. Could become quite the boon. While we already "have" her, and Mable is a nice kid, she's also only a half, and our possible future antics with her, are restricted by her father.


Some thoughts on Fortune's prohpecy. I am a bit unsure in which way her husband would work, especially since she could always (be made to) remarry.
Will her future husband be drawn by the prophecies fate to become a king? Or will the girl be drawn by the prophecy to become the wife of the "actual" king?
It just as easily could go somewhat into both ways, but if it is the former, our faction becomes even more of a "mover and shaker" of the kingdom, than it already is.

Actually, the prophecy says "crowned sovereign". It doesn't say which kingdom, nor that the title actually needs to be "King". The implications of this, might be quite interesting.

192
Forum Games and Roleplaying / Re: [SG] Child of the Mountainhomes
« on: April 30, 2016, 03:52:42 am »
Child of the Mountainhomes

Age of Darkness, Year 374, First of Granite

Deciding that the mission sounds good enough, you decide to take it - as does another member of your previous squad, Tastrod Bloodwhip. Figures. Sonny-boy wants to do Colonel pops proud, no doubt about it. Not, that you think he necessarily got the wrong idea. While his character is a bit jarring at times, his skill with the warhammer, is a good cut above average. Coupled with being somewhat dependable, he was one of your better squad-mates. How anyone could ever be so fond of gutter cruor, remains a mystery though.

Ten minutes forward, your former instructor has introduced you to the military clerk which is responsible for the caravan. A handful of other, rather fresh-looking soldiers are already present, and until you fill out your share of required documents, the overall number has risen to ten. Whispering you a trustful
"Don't you dare to embarrass me, you hear?", Igór withdraws from the venue, and the clerk - an ashen-haired lady of about seventy years - takes over.


"All-right, soldiers. As you may or may not know, Captain Slateformed and his squad of greenhorns, would have originally taken on this mission. For one reason or the other, they haven't made it here yet, and we - are out of time." She shrugs nonchalantly. Somehow, you get the feeling that she isn't feeling all that sorry about it.

"Now, since we already planned the mission with them in mind, got all the supplies on the wagons, got enough troops ready and so on , we might as well give someone the experience from this trip, instead of letting it all go to waste. Your squad will be lead by... let me take a look. ... Lieutenant Shieldbolted. Right!" Throwing the document back on the coffer that stands in as her desk, she shoots your newly-formed group a glare. "Now listen up. Here's the rules for this trip."


Giving a little speech, this time uninterrupted from gaps in her memory, the clerk tells some of the finer points of the mission.
Quote from: Military Clerk Hailthorn
Major General Feintsteel, has absolute authority over the mission.
Lieutenant Shieldbolted, will be your direct superior.
In the later ones absence, any other squad-leader is eligible to order you.
In the absence of squad-leaders, any of the senior soldiers are also eligible to order you.

Anything else, is as per the usual military regulations, until you enter elven lands.
Inside their forest, don't gather any wood - even if it is lying on the ground.
Burning wood outside of an elven hearth, is also illegal.
Leaving behind the caravan, might be seen as an attempt to spy. Don't risk it.
Trading through non-approved channels, is also a crime. From both sides, this time.
Any perceived crime, might be pursued, and heavily punished by the Windworn Dynasty.

Now for our rules;
Don't accept any of their pipes. You know what it did to our eastern kin.
Don't accept any food or drink that they have to offer. They sometimes hide the stuff in there.
Don't talk about politics, crafting methods, important official- or any military matters, while in the forest.
Punishments are highly variable, but begin with some strokes of the whip, and can go all the way to the string.

Having done her part, and after checking all the documents for errors, the clerk temporarily releases your group. She gives you two hours, before you have to report back to the caravan. After the provided lunch, they want to get a move on - and make good on two days of lost time.


With only two hours of time, you discard your initial plan of seeking later employment in advance. For now, final travel-preparations are in order. As for preparation against eventual boredom, you already have two things in your travel-pack.

Spoiler: Packed Entertainment (click to show/hide)


Judging yourself to be prepared on the front of entertainment, you hurry your steps to one of the better known traders by the great hall. Several centuries in age, and boisterously named, "Titan's Steel" the shop is known for stocking quality smithing. After a quick browsing of their goods, you find a number of weapons that would do the trick. Though as no northern dwarf would intentionally bend steel into a weapon unsuited for killing, your options on blunt weaponry are a bit limited.


Your current funds, are 5 silver towers, 60 copper chips
The conversion rates, are 10 silver towers to one Golden Spire, and 100 copper chips to one silver tower.
Though most copper chips are actually 5-er or 10-er denominations, and even half-towers exist, for simplicities sake, this won't actually feature outside of the story.


Spoiler: Browsing Titan's Steel (click to show/hide)

Finishing your business in the weapons & armour-trader, you find yourself left with over an hour of time. Searching for a book-seller, doesn't take all too long. While the orderly shop stocks some references on animal training, the books are, as expected, quite expensive. The reason, is two-fold; One, being the price of paper. Driven high by mainly being an imported good, it has long since remained stable at half the price of vellum. On the other hand, most of these works also seem far more suited for someone truly deigning herself to specialize in these matters, instead of merely dabbling in it.

Spoiler: Browsing through Books (click to show/hide)


Leaving your shopping behind, you have about a quarter hour left until lunch. You could go for a quick grab, should you remember something else, but after that you truly have to return to your future post.


Spoiler: Libash Zustash'Alak (click to show/hide)


Took me a bit longer than I would have liked. Oh well.
Wrap up our shopping, and I guess we'll be on our way. Barring unforseen circumstances of nefarious design. Not calling it, though.

193
Forum Games and Roleplaying / Re: [SG] Child of the Mountainhomes
« on: April 27, 2016, 02:42:10 pm »
Ask Igor how much he thinks six months experience on a military caravan will help out our prospects of landing better military jobs down the road, especially compared to a civil route.

The elderly dwarf strokes his ever-greying beard, as he considers your question - a habit of his, that you and your fellow recruits have come to know well in these past years. Clearing his throat once, he answers your query; "Well, it won't help you much more than guarding any other old caravan. Only consistent effort, good luck, or talent that none of you have displayed yet, will get you anywhere near the ladder. Still, your first military mission at -", he chuckles lightly "At twenty." He shakes his head with a musing smile. "That carves a nice picture, for all that is worth."

Seemingly falling into thought once more, it takes a moment before he continues. "How about this: If you don't have the bite, you might as well not bother. It won't help you achieving something that is above you. It won't open any doors for you, and doing something else won't close any either.  Just, well. If I didn't think it might be worth your time, why bother to go out of my way to tell you, no?"

194
Forum Games and Roleplaying / Re: [SG] Child of the Mountainhomes
« on: April 27, 2016, 01:07:16 pm »
Child of the Mountainhomes

Age of Darkness, Year 374, First of Granite

Having finalized your first pick, you make for the area of the northern caravans - easily visible even to the untrained eyes, by the wares the hawkers line up besides them. Seeing as your undercoat is still in good form - and, most important, quite comfy - you have little interest in the offered wares, with most of the sleeping-rolls on display actually a downgrade.

~

While you also considered joining the enforcers, it isn't a job for the squeamish. Going by first-hand accounts, almost no tour ends without having to kill some criminal lowlifes. Now, culling the pus-blooded goblins, is something that they somehow do their darnest best to make easy for us, but red-blooded sapients, is a different story for some.

The criminals range from kobolds escaping their sentence, deluded human lowlifes from the kingdoms, blinded by tales of our riches, or even half-blooded elves, either acting as disposable spies, or intent and actually capable of smuggling true steel. Even dark mages, intent on serving the demons, have been discovered - and subsequently put to the axe.
'Anything you could think of, and then some', as the enforcers tend to joke.

Well, maybe at a later date. Maybe never - but safe an untimely death, you easily have at least forty years to figure things out, more if you don't plan on having kids. You are not sure about that topic yet, but that might be nice - well, not now, nor any time soon.


~

Arriving at the proper place, you start with your search. Almost all of the caravan coordinators, have put up signs that list some prerequisites. About half of them, bluntly tell greenhorns to screw off. Well, you knew about that part already, and there are a good number of dangerous routes. A given, considering this being the north. That even some of the other places scoff at your apparent youth, is somewhat regrettable though.

After half of the morning has passed, you got two offers which you would consider worthwhile - both of them will only be viable up till lunch.




While making further rounds, you are surprised by a sudden tap on your shoulder. Instructor Igór and a few of your squad, have happened upon an interesting opportunity. Well, more like the instructor has heard it from a military friend. Now, even though most of your old squad doesn't want to participate, they are in the process of letting the others know.

After those who are interested have been gathered, you get the finer details:
In one of the caravans, an already pledged part of their forces, seems to have run into trouble on their way here. Reports from the area also indicate goblin activities, making the caravan unwilling to wait any longer for them. The thing is~ - it's a military caravan.




Spoiler: Libash Zustash'Alak (click to show/hide)


Hmm. Somehow the formatting, feels a bit off. Oh well. O~h! Turns out, I just really like my stuff in cursive. Gives it more of a "story" vibe.
I gave a little info-dump on the enforcers, seeing as there was some interest on them as well.
Should none of the three options tickle your fancy, well, you can search for better opportunities.
( Go ahead, I dare you ;3 )

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Forum Games and Roleplaying / Re: (SG) Widow: A Duchess Scorned
« on: April 26, 2016, 02:50:02 pm »
Quote from: Voidslayer
For Greent, we should definitely talk with him and point out the obvious.  Once Chastity has an heir with the prince her life is forfeit and now she has no chance of keeping the duchess title if we win.  This action was never going to be part of her plan, she was already set up to be heir with our oldest son disinherited and everyone else not interested.  If he wants to save Chastity his only choice is to oppose the prince and gather evidence that she was a victim.  We can then exile her to Bleaksoil and task her with recovering one of the other ancient seats of Bonedust power which she can then rule.

I guess talking about this with Redding once he is sober, and then breaching this talk together with him, sounds a bit better than immediately talking with his son. Especially, because we actually shouldn't know this - if we are together with his father, Greent will be far less wary, and much more receptive about our opinion on the matter. Or, well, the facts, I guess.


About the Soul, if we are going that route, I would actually give it to Dean, and A-OK his transformation
With our lineage, we are going to become an undead litch for the family vault at the very least, safe our soul being imprisoned or destroyed.
Investing this mighty soul into our son, who could use this power far more readily than ourself, and already is considered to become the next head of magic of the family, would make things easier for us on multiple levels. It would almost guarantee his ascension, while at the same time providing about as much of an immediate boost to our forces as should be possible.
Will we miss out in the long turn? Maybe - but giving such a chance to our son, isn't something that we should grieve about.


About those pesky Half-Moon-Moon's
The move to have Dean father a bastard, sounds like a no-loss thing at first. Still, getting a new clan as kin, is not only a boon - but also a responsibility. One, that we would have to pander to.
We currently have only three main factions in town, that we have to pander to, and things are already moving at paces, and into places, that are out of our control. Getting new kin, which might mess with this already fragile balance, isn't really worth a few - possibly mighty - baubles from some old vault.
I'd rather have Moon-Moon's children fill out some positions as figureheads, or curbstomp him for his overall insolence. Provided we would not loose face with the other orcs for doing this, going to war skirmish with them, is actually an option we might want to consider more earnestly.


"No" to the balrog summoning
We already have clan Ivy as kin, and play an important part in their plans. We don't actually need their respect, as we have better.
If we summon our ancestor, this will send a signal to the crown, that we might not want to mess around. This might give them more time to brace themselves against the coming storm. I'd rather keep our true intentions hush-hush for a bit longer, at least until those cannons are going into production, or are out shipping. Better yet, with us visiting there, we might even handle out some deals to hush it up longer. Which translates into less time for the crown to prepare against our several trump-cards in-the-making. (As if our lover-to-be would actually plan on having "only" a romantic honeymoon. I'd wager he already has plans on how to use ourself to our advantage up there.)


Quote from: IronyOwl
Going through it all in one-ish swoop, what's your impression of the kind of person our noble Duchess is? I've been getting it as it comes, so I'm not sure I have an overly coherent image of her.
Well, that one, is a bit difficult to answer. The Duchess is not fazed much by anything, safe her children, and things going south. The rest of the time, she is about as much of a manipulative schemer and monster, as these forums allow. Torture, soul-stealing, assasination, high-treason, demons, undead, demonic undead as ancestors, anything without as much as a flinch or second thought. Even going through all of that in a short time, it is one confusing mess that we find ourselves in, as we try to jumpstart a rebellion against - by now - the crown.

The most emotion that we have displayed, at multiple times, are the feelings for our children. Which is coherent with our backstory, and many of our actions. (Also one of the reasons why I propose to just give the soul to Dean.)

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