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Messages - Mlamlah

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196
I'm hoping to start moving forward more quickly, feel free to make plans and such. If we don't receive agreement on issues i'll try to create compromises.

197
Forum Games and Roleplaying / Re: A Long Night
« on: October 26, 2015, 10:34:33 pm »
Let's go with the hollow tree idea.
+1

198
If anyone needs a recap on something, or to have something better explained, just let me know.

199
3821, the third month of the year, and the first month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
Spoiler (click to show/hide)
Councilors, Vassals, Allies and Agents.
Spoiler (click to show/hide)
Holdings.
Spoiler (click to show/hide)

You invite each of the applicants to spend the night in your castle as guests, an invitation that the five of them accept easily. Before the servants take them to rooms you spend a moment to consider each of them. Blaire acts as the leader of the adventuring trio, a woman of even temperament, armed with blade and crossbow, girded in plate and padding, and bringing with her a warhorse of medium size. The tracker Hairick seems rather common, dressed in woodsmen's clothing and armed only with bow and dagger. Tarly seems a grim man, tall but not broad, his hair shorn close to his head and a silver rune still visible underneath the stubble, the scars from the branding remain fresh. He is armed with a long-hafted axe, and protected by a shirt of mail. The scribe Alricks is dressed in simple clothing, but despite that is strikingly handsome. Finally Nomegar seems... fidgety and nervous, his clothing may have once been fine, but is marked by road dust and long-frayed.

A few hours later you invite all of them to dinner, and take the opportunity to learn what you can from them as they eat from your table. The adventurers you already have plans for, and it is with them that you discuss the most. You of course extend offers of room and board for as long as they remain in your service, and explain that you plan to employ them to hunt bandits and help you map out the area currently in the hands of such outlaws. The reward for their services would be dependant on how successful their efforts are, though you are open to the idea of them taking part in a share of whatever plunder might be found. They seem cautiously amenable to the idea, and during the conversation you learn a little about them. Apparently Blaire was once a cavalrywoman in the King's service, and Tarly has only just completed his initial training with his chapter, and has been sent out to prove himself as a capable Rune-Warrior. Hairick has little to say about his past, apparently a former subject of your vassal Mayor Veera, now trying to make his own fortune.
The scribe has spent most of his days curating books and copying old texts, though he spent two years studying history, cartography and mathematics at a prominent university. He claims that he can manage the duties of any scribe, wether making official records, mapmaking or combing through records. As he talks he strikes you as quite charming and charismatic, even if he lacks courtly grace.
Nomegar takes the opportunity to explain his magic while he can. His primary talent is in communicating with and altering the bodies and minds of rats. He explains that he lacks the ability to dominate their minds, but that over time he makes them more susceptible to his influence, and makes them slowly stronger and more intelligent over time. His talents reach their greatest effect when he is allowed to breed his own stock of rats, making each generation just a little more powerful than the last. He however, is a hedge mage, lacking the raw power of sorcery, though avoiding it's dangers by channelling his magic in very limited ways. He also lacks the refined powers of wizardry, but does not require the intensive expenditure of time and resources for such magic. His powers have their limits, but he assures you that given time, and a space to work he could craft for you, fighters, spies and scouts out of a creature normally considered a common pest. Talking about his magic seems to focus the mind of the magic-user, causing him to fidget less and speak much more calmly.

When dinner is finished your guests retire to their rooms, and you take counsel with Vest to learn what your friend thinks of these potential servants. After the two of you settle in with a glass of wine, he eagerly urges you to hire the adventurers. He explains that in lands such as these there are many threats that cannot be challenged by a ragtag force such as you have now. If a powerful monster or a renegade sorcerer ever had a mind to threaten you, it would currently take all of your efforts to dislodge it, if you could at all. You need capable fighters in addition to troops if you hope to make your position strong.
The mage he's a little less confident of, but that's mostly because he could be lying about the dangers of his magic. Rats are everywhere, and if one could make spies of them it would certainly do much to secure a stronger intelligence network for yourself, something you do not currently possess. Still, he advises you to be wary of mages toying with poorly understood arts, even humble hedge mages.

200
3821, the third month of the year, and the first month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
Spoiler (click to show/hide)
Councilors, Vassals, Allies and Agents.
Spoiler (click to show/hide)
Holdings.
Spoiler (click to show/hide)

Ten days pass, and during that time you are not idle. After returning to your castle you charge Vest with organizing patrols on the periphery of Bleakhaven, partially to gain information about potential enemy movements through your territory, and partially as a show of force. You permit him to take troops both from the castle garrison and your household gaurd, and to take nearly all of the horses in your stables. He is to seek help from members of the community watch in organizing that effort, and in getting the lay of the land. He departs the following day with two-dozen of your troops, five of which being your own personal gaurd. Balpher protests briefly that this will leave the castle too lightly defended.

Of those troops that remain, you set to drilling further discipline into them, taking a personal interest in the task. Though you assist, the commanders do the majority of work in running the soldiers through group exercises and sparring. Even so, your presence and attention seems to deeply bolster the morale of the troops, who begin to work much harder to try to impress you. The change in demeanour is swift and distinctive, and though the actual skills of the troops improve only slowly and steadily, the shift in morale will certainly help the soldiers run as a much more efficient machine, even unrefined as they are as fighting men.
When not assisting with the training of the soldiers, you spend further time instructing Eduard in the matters of court. Though he had been quick to learn at first, his progress has slowed considerably as you delve into the subtleties of court grace and high manners.

Desan and Aldagor begin working through the logistics of beginning lumber operations, working through the minutia of supplying a logging encampment, the costs of processing lumber, and shipping, but also working out potential profit margins, and how logging might benefit the local economy.

...

When Vest returns it's more or less in success, though with a few lightly wounded men. He explains that mostly the patrols met with very little of note, but after a few days he received word from members of the community watch that they had found signs of someone camping in a hidden place nearby some of the outermost farms. When he moved to investigate he found the camp abandoned, but began to track it's former occupants. The trail led to a farmstead that they soon discovered had been raided, the party having not moved quickly enough to catch up to the robbers. Some of the farm-hands were wounded, and the family had their chickens stolen.
Vest took the best of the men to chase after the band of robbers on horseback and eventually caught up with them. There were four of the thieves, with two on horseback. The fighting was brief, and your men emerged the victors, killing three of the thieves, chasing the fourth off, and reclaiming the chickens, though one of the three birds had been killed during the fight, and was swiftly eaten. Vest allowed the men to split between them what few valuables the bandits had on their person. However, for you he brought a horse captured in the fight, and some rough maps of the local area he had managed to explore.

...

With your troops returned, you take some of your personal guards and ride for your watchtower so that you might inspect it for yourself. After about six hours of riding you arrive at the tower, a weathered but sturdy structure atop a rocky outcropping, observing a stretch of the ill-repaired road. Sitting just outside the tower is a small wooden building, which when you approach closer realize serves as the tower's makeshift stables. It's not the sort of stronghold that might house a large number of troops, or withstand a siege, but properly defended it would at least take more than a raiding party to dislodge. You are met by a gruff, bearded man named Blake and a few other guards that clearly defer to him. When you explain you're here to inspect the tower and it's garrison he ushers you inside to inspect the armoury and the men.
Not all of the garrison is currently here, nearly half of it currently out either patrolling or hunting for food. Apparently the garrison here is mostly self-sufficient, foraging and hunting for food, but also being provided food by the charity of some of the nearby farmers, who are apparently grateful for their protection. The equipment and horses here were mostly provided by the Bonewatch armouries and stables at one point or another, though from what you've seen it's mostly kept in better condition than what's available to your own castle garrison. When you ask Blake wether there are nearby natural resources that might be worthwhile to exploit he answers in the negative, explaining the watchtower is mostly in a position to protect the road and some of the outlying farms. It's the first line of defence in the territory around Bonewatch, but if you wanted to expand your resources you would have to do it further away from your current holdings.

...

Once you return to your castle, the individuals that your Vassal promised to send to you have arrived, all awaiting audiences with you. Firstly there is the trio of adventurers: the former mercenary Blaire , the tracker Hairick and the Rune-Warrior Tarly. After them is the Scribe the mayor had mentioned Alricks, and finally the individual you're the least sure about, the hedge mage Nomegar, who you are told has brought at least ten rats with him, all of various sizes colours and temperaments.

201
3821, the third month of the year, and the first month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
Spoiler (click to show/hide)
Councilors, Vassals, Allies and Agents.
Spoiler (click to show/hide)
Holdings.
Spoiler (click to show/hide)

You state for your Vassal's benefit that quite frankly, you intend to restore a semblance of order to Dhum-Blud, and hopefully turn it into a prosperous place people might actually willingly migrate to. You agree with him that securing and maintaining the roads will of course be the first important step to securing such. You ask him also to send those individuals he mentioned to you, so that you might take their measure and decide wether or not to take them into your service. Shortly therafter the meal ends, and after some idle chatter, everyone retires to their rooms.

The following morning comes, and with it the visiting party begins to make their preparations to depart. The Mayor declines your offer of a duel, explaining he has grown too old for what should rightfully be the affairs of young people. Veera and Elara both politely give their goodbye's, and after a short breakfast, the party leaves to return to their own town on horseback.

...

It will certainly be a little while until your vassal returns to Stokeswood and sends the individuals he promised, and in the meantime you have decisions to make about what to do in the meantime, wether to spend the time here at your manor or back at your castle, and what to have your agents, councillors, and self do.

202
Good enough for me!

Elves of Amnerelli is older than i am (on the forum that is >>), and yet i think i've still produced way more content, so at least of that, i don't think i'm in danger of XD
Still though, i do feel bad about bailing on games all the time. It's not even ussually that i've lost interest, i just kind of manage to get into this positive feedback loop of anxiety about not having posted lately. I really love running suggestion games, it's a lot of freedom to do things i normally cant with a lot of my other writing, so i hope i havn't too thoroughly irritated those who i know get invested in my games, only to occassionally have really long stretches of time between updates as i deal with my own trivial insecurities.

203
Are we still interested in seeing me update this or have my repeated absences pretty much sucked out any enthusiasm for my games? I realize i kinda suck for that.

204
Should hopefully see an update tonight, or maybe tomorrow morning.

205
3821, the third month of the year, and the first month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
Spoiler (click to show/hide)
Councilors, Vassals, Allies and Agents.
Spoiler (click to show/hide)
Holdings.
Spoiler (click to show/hide)

You talk a little more with the Mayor in your sitting room, mostly of small, trivial matters. You attempt to subtly gauge his economic competence, though you slip a little, and probe perhaps a little too openly with some of your questions. You learn that not only is he the mayor, but also the town's most prominent landholder. Mostly he owns farmland, though he also owns a few small businesses in town and has a stake in the local copper mine, though the mine remains almost entirely owned by the town itself, and therefore is administered by the mayor. He mentions that he has acquired some modest wealth in his lifetime, mostly by seeking out good advice in managing his affairs, he contends that this habit is also why his town was hit lightest by the plague.

More than merely gauging his competence however, you ask him about potential trade opportunities with neighbouring Velgarian provinces, the potential for bringing in skilled craftsmen, and resources in the area that might be readily accessed. He presses that the first obstacles to trade are the roads, which need to be made safe and maintained. That might at least encourage the flow of trade, and allow local merchants the security to begin their own caravans. The second thing to encourage trade that might be done is secure more trade resources. In theory the resources of Dhum-Blud might very well be plentiful and untouched, but the province is so poorly developed and so dangerous that many of the most tempting prospects are currently out of reach, and others potentially undiscovered. The province is teeming with huge forests and rocky hill-lands, ideal for industries of lumber, quarrying and mining, but also ideal for hiding danger. Holdings known and unknown are home to bandits, warrior chiefdoms and wild beasts, the deep forests hum with old world magic, and the hill-lands hide many a monster lair. The lands currently within your grasp are certainly a good deal safer, but establishing the industry and infrastructure nececcary for expansion was something your predecessor never managed, and it meant he ended further behind than he started. Skilled craftsmen might prove difficult to lure without the promise of prosperity, but enough coin ought to do the trick if need be. Trade alliances might prove difficult to procure considering how little economic security there currently is in the province.

Soon, you move on to dinner. Your courtiers gather at your table with the Mayor and his daughter, a dinner party of seven. The meal is simple fare, but in the current company you suppose it's not a great embarrassment at least. Eduard and Desan both remain mostly silent throughout the meal, one out of restraint and the other out of what you've come to understand as habit. Aldagor and Balpher seem to lack either the restraint or habit, and chat quite a bit, with the mayor indulging them diplomatically. At dinner Veera seems to gesticulate quite a bit more than he did with you privately, and though his daughter Elara speaks little she strikes you as quite fidgety, and the rare time she does speak her wit strikes you as quite clever. During the dinner conversation very little of consequence is said, and you mostly take the effort to get to know your Vassal and his youngest child. He himself seems polite, composed and observant, though his opinions strike you as often very conventional.

Towards the end of the meal, the mayor mentions that there are various ways he might be able to be of service to you. Of course he is willing to honour his feudal obligations of taxation and call to arms. His military forces are modest, and his town not rich, but if need be he can levy part of the populace into military service in preparation for any inevitable battle. He also mentions that there are a handful of people he has been employing that he no longer has want or need of. "One is a sort of Hedge Magician, a Rat Speaker he calls himself. I hired him hoping he could exterminate the rat population, but he prefers to keep and breed them as servants and fighters. I've no use for that, but he's yours if you want him. Also hired some travellers and mercenaries to deal with a gremlin nest that sprouted up nearby.After it was finished three of them banded together as adventurers and are looking for work, they've a tracker, a former mercenary and a Rune-Warrior*. I've also a scribe who's no longer safe in town, i'm afraid he was caught in an uncompromising position with a local barkeep's wife, but he's competent enough. Just let me know if you want to take any of them off my hands and i'll send them to you."

"And... if i may be so bold Lord-Governor, may i be privy to what you intend as our new administrator? I'm very interested to know what you might have planned for the future, even if your plans remain nebulous."

*
Spoiler (click to show/hide)

206
Is there anything more you wish to discuss with/ask the mayor? Any requests you might have of him?

207
3821, the third month of the year, and the first month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
Spoiler (click to show/hide)
Councilors, Vassals, Allies and Agents.
Spoiler (click to show/hide)
Holdings.
Spoiler (click to show/hide)

During the brief pleasantries your eyes are inexorably drawn to the blade at the Mayor's side, it's sight filling you with a familiar swell in your chest. "I see you have a dueling sword Mayor Veera. Would you be interested in a friendly duel with a lover of the noble art? I'll have you know tales of my adventures into the sport are not few and far between."

Your Vassal chuckles at that. "So i've heard. I'm tempted to take your offer, though i'm afraid i'm growing a little old for the sport..."He gives the barest moment of hesitation. "... especially with live steel, which i've heard is my Lord-Governor's preference. If my lord would permit i would like to give it some thought and preparation before making a decision on the matter. Perhaps tomorrow morning we might have at some sport, once i've rested from the ride at least."

You reluctantly let the matter lie for the moment, and welcome the Mayor's party into your home. His guards and daughter are cared for by your servants, while Veera you usher into your sitting room along with an Eduard who has been instructed primarily to observe. You suppose that both the Mayor and your courtier are lowborn, and so differing only somewhat in rank, but that all the same it is good practice in having the boy learn how to behave around his betters.
You and the Mayor spend some time sipping your wine and speaking about matters of state. You primarily question him on the state of his charge; the town of Stokeswood, of which he has plenty to say. His holdings primarily consist of the town and the lands immediately surrounding, which include farmlands very similar to your own,a little river upon which is settled Stokeswood, a small copper mine and a modest lumber operation. The town lands however, are considerably smaller than those currently within your personal grasp, and so he claims he currently has little recourse for economic expansion. As for safety he claims that the town lands are probably some of the safest in the province, with well maintained roads that he even modestly tolls. As such Stokeswood sees the most trade out of any of the other settlements underneath you. Almost all of his modest military though, is focused on the task of keeping the roads safe, something that can be a constant struggle, his forces mostly consisting of a voluntary militia. The people of Stokeswood themselves are beginning to recover from the plague that struck several years ago, something that the Mayor partially attributes to his own work of quarantining the city, and hiring skilled experts to help him see to the town affairs. You mention that you are expecting him to honor his tax obligations to you, something that he seems to graciously accept.

Subtly and with respect, your vassal begins to offer his own advice to you, and begins to fill you in on some of the recent history of Dhum-Blud. He stresses that the province is vast, very vast, and much of it entirely untamed, some of it even unmapped.It may even be wise to attempt to survey those lands currently under your direct administration. He explains that Walder once had a better hold on the province, having had seven settlements and fortresses under his personal control rather than the two you currently hold now. Even then his military and administrative abilities were stretched thin, but after returning from the war a decade ago with next to nothing of the army he had set out with he could no longer hold all of his territory. Eventually the press of the wild, Bandits and monsters forced him to abandon one hold after another to whoever and whatever threatened him there. He granted the disgraced Knight Sir Madagor a holding hoping that an experienced warrior could help him, though neither significant gains or losses have been made since then. The King granted Walder freedom from traditional taxation, which is quite a lot heftier for appointed governing officials than feudal lords, so that he might have a chance of setting the province to rights after the King's war, but he never managed. Cautiously, Veera suggests it might prove prudent to think about strengthening your position and taking back some of those holdings, though you might need help to do so.He also seems to vaguely suggest that Sir Madagor may be more trouble than he's worth. The mayor advises that you might be able to trade some of your rather extensive autonomy for military support from the crown, or perhaps gain an alliance that might strengthen you. All throughout he stresses that he is willing to help you if you require it as is his duty as your vassal.

208
Forum Games and Roleplaying / Re: Control The Throne!
« on: July 24, 2015, 11:16:43 pm »
I set fire to the gas from your liberal application of gastric relief. You can no longer sit on anything. The throne is mine.

209
Forum Games and Roleplaying / Re: Life's No Object
« on: July 24, 2015, 11:07:17 pm »
"Hey buddy, thanks for dealing with that guy, i think i'm gonna stay in here. Saw a movie where a bloke survived a nuke by hiding in a fridge. Car's gotta be sturdier than a fridge right?"

210
Forum Games and Roleplaying / Re: Control The Throne!
« on: July 24, 2015, 07:36:35 am »
I burn them all, and carry your broken gods to Vaes Dothrak.

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