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Messages - Gervassen

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376
GOMAD.

A gallon of milk a day, in addition to your normal diet with exercise, will set you up as right as rain.

377
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: July 01, 2013, 11:44:06 am »
Well, we're leaving with those men, one way or another. A small village has needs, iron goods, beer, clothing, so let's make a deal for the men that we need. If that fails, simply tell him that his village is still a part of the kingdom, and he is required to gather said militia. Either way, let's move on to more important matters.

hold off on offering him knighthood until we have the rat verify his story.

Meh, the irony is that if he were a more dangerous man, he'd be better material for knighthood. Knights were not village administators but specifically granted land in order to arm themselves for war. This guy simply isn't bloodthirsty enough.

378
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: June 30, 2013, 07:17:52 pm »
This guy is a real downer, isn't he? Utter sad sack. I dub thee King Eeyore.
Neither Stone nor Ren would get that, so no.

That obviously wasn't roleplay, GWG. But he is a definitely a wet blanket. I stand by that assessment. Here's some roleplay then:

"There are a thousand ways to die these days and only one way to live: a day at a time. And you've been doing that surpassing well here, Uther. I started with three shacks in my town, and you've already got a good two or three score. Don't be too humble. I know what it's like to have the good of a small community resting on your shoulders. The land needs leaders like you to heal it. Leaders like us. We can restore the land, not bring back those we lost, but save others from our hurt."

Check if he's digging it. If so...

"But sometimes, you've got to put a stop to others that don't feel the same way. These sea raiders, Uther... Maybe you've seen them. Shaggy beasts that bleat to each other instead of speaking like men. They're here now, and they ain't peaceable folk. They don't have the fear of god, and the dark devils they worship have driven them to our shores in the midst of all this. No one on this river is safe, and Fallsberg itself is sat upon in siege. Just another way to die in this miserable land, and leaders like you and me have to do something to save our people. That's why I'm here, Uther."

379
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: June 30, 2013, 06:54:29 pm »
This guy is a real downer, isn't he? Utter sad sack. I dub thee King Eeyore.

First: Share some sympathy. Stone has a family, he can guess what that must have been like.


Yeah, Stone's an orphan actually. Lost his family to a different sickness before he joined the war. He can rightly say he's lost loved ones in a plague. The rest of GWGs questions.

380
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: June 30, 2013, 05:14:53 pm »
Offer to shake his hand, a peasant's form of greeting. Nobility bow. Remember our Man of the People easy and simple good naturedness. "I'm Sam Stone, what some used to snigger and call the Peasant Knight, though they'll have to call me the Peasant Count from now on. Seems like a lot of us are getting the bump up these days--that happens in a situation as bad as this. So, what's the story of this place?"

381
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: June 29, 2013, 10:37:41 pm »
Heheh, Origami, I'm just taking the piss. In reality, I think your intelligence must be several levels beyond me, since I still don't entirely follow you. :)

382
Forum Games and Roleplaying / Re: My number is bigger.
« on: June 29, 2013, 04:57:26 pm »
It's actually the smallest in magnitude.

Less is more. Therefore the least is the most.

383
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: June 29, 2013, 04:43:23 pm »
You're a wonderful guy, Origami, with a lot to live for. This talk of splitting your brain is alarming and utterly premature. Hopefully you'll reconsider?

Anyway, I'll be travelling for a good part of this week, so I'm going to speculate on tactics a bit further on.

This turn, Percival and Denton should be on the move toward Curbiston. Meanwhile we are negotiating with BK. Say then that we get BK on our side, we meet up at Curbiston, and rush down to crush the new raider settlement before it is properly established and defended. The Duke can't leave before he feels safe on the homefront. Hopefully Count Zanders and Gorgan also converge on Torchester.

Here's the more uncertain part. Fallsberg is near a large waterfall, so I assume that it's inland on the main river. The raider settlement is basically the coastal supply point. While the Duke oversees the gathering of a relief forces, we enter the region between Fallsberg and RS. The raiders probably have a great deal of supplies being carted up that corridor. We harrass them for a bit and, perhaps, recapture one or more of the strongpoints between Fallsberg and RS. The raiders have to peel away enough troops to engage us and re-establish their supply, but not enough to allow their siege lines to grow porous. It's a balancing act for them, and the result weakens them at the siege and in chasing us.

Finally, the Duke will arrive, and we take the RS from them. They will have to fight us somewhere between Fallsberg and the sea on a ground of our choosing. Otherwise, they are cut off. Unless the circumstances change, we don't want to ever fight a battle at Fallsberg, where the King has only a small and beleaguered force to join us and the enemy is undividedly strong. It's better to use their siege to split up their forces.

384
Forum Games and Roleplaying / Re: Lordship Abridged Archive
« on: June 29, 2013, 02:57:26 pm »
Part the Fourteenth
Wherein Sir Stone harries the enemy Forces; how the King arrives and rewards him; and what Feats of Arms transpire in the great Battle of Torchester that thereafter ensues.


Year 5, October

As the end of September rolls around, you send off a rider to recall Alan from the Abbey. You are confident that you have seen off the immediate trouble, and instruct him to return with any women who wish to reunite with their husbands and pull in the harvest despite any remaining danger. You also send word to Marna, that you are alive and engaging in a campaign against the invaders. You also fashion some crude fire rafts, and lash them to the longships for towing downriver, as well as a few which are to be left at Feroshire for defense.

Gathering your troops, including a healthy portion of levy soldiers to fill out your ranks and man your newly acquired navy (captained by the stalwart Finn), you set out for Curbiston with much haste. You ask Sirs Percival and Denton to scout south of your main body of troops as you move downriver, and they obliged. They report that the lands to the south seem to be untouched at the moment, but refugees are streaming north out of the Duke's lands on the coasts.

When you arrive at Curbiston, you are surprised that the Count does not greet you, but are instead instructed to confer with Sir Lope. Curbiston is locked up tightly, with a large force of men warily guarding the walls. Your host encamps outside the city. You are itching to get more information, so you petition Sir Lope to set up a forward base, and he grudgingly ascents to your request. He is waiting with the Count's force of heavy cavalry to rendezvous with the King's men, who he expects at the end of the month at the latest. He tells you that a force of spearmen will also be arriving from Carshire shortly.

Desperate to move, you bring your forces, which numbers includes the light cavalry from the Knights, downstream. You send outriders out, hopping between thorps, thowns, and villages, until you reach what you feel is the edge of the enemy's depridations. You are still a few day's ride from the Duke's capital. There have been no encounters on the river, and you wonder if perhaps your rout of the enemy raid has something to do with that.

You set up a base at the leading thown, a sleepy hamlet by the name of Sowsberg. From this town, you begin to probe towards the enemy strength, with the hope of drawing enemy scouts into ambushes set in advance. These prove to be quite effective, and your men seem to be quite skilled at this work, slaying several groups of scouts over the remainder of the month. After a week or two of this type of action, however, the enemy scouts start to get wary and fail to pursue your men as rabidly... perhaps that has something to do with the way that you have your men line the roads with the corpses of the fallen. Either way, you consider this a victory.

On the river, Finn takes his complement downriver, and doesn't encounter any resistance all the way to the estuary around the Duke's lands. What he finds there, however, is an overwhelming number of enemy craft moored in the waters bordering the Duke's capital. He catches a glimpse of the capital before he turns back, however, and the sight he sees is disturbing: smoke pours out of the lower part of the town, and it appears that the outer walls have been breached. The keep still flies the Duke's banner, however. Your ships manage to discourage pursuit by setting a few flame barges downriver, and escape unharmed.

This makes you nervous, and you attempt to sneak some Rangers through their lines to verify the situation and get an exact count of the enemy forces and disposition. Unfortunately, you lose several Rangers in this attempt, but a few do manage to get close enough and manage to sneak back out undetected. The besiegers have somewhere in the range of seven to twelve thousand men, it appears, but they seem to lack any sophisticated siege equipment. As your small navy confirmed, the region is crawling with hundreds of ships, discouraging an approach by seas.

***

This continues for the remainder of the month. Your men harass patrols, and you await word from your superiors. One day in early November, you see a dust cloud rise in the distance. Riders approach, and instruct you to arm up and prepare to ride out in force. The King has arrived, and with him comes an impressive host drawn from the Lords of the land. Battle will be joined in a few short days.

Any final plans or wishes before you test your mettle on the field? Will you ride with the heavy cavalry, or stay with your men? Will you disembark your navy, or leave them on the river? Battle calls!

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





we need to meet the king BEFORE the count can get to him, kneel, then tell everything you did and all the info you had. We lost men for that information, don't let them die in vain. (Any chances we get a short RP session with the King?)

Per request, a small roleplaying segment!

When the main forces of the King arrive, you see him riding at the fore of the vanguard. King Edward Geronos IV, Lord of the Falls, Keeper of the Flame, Seer of the Dawn, is here in the flesh. As he rides towards you, resplendent in a flowing purple cloak and burnished plate armor, you flash back to that day on the battlefield nearly six years ago, where you won your land by act of valor in a grimy melee.

He is a powerful man, commanding in presence, and he casts about your makeshift camp on the edge of Sowsberg with an intelligent eye. The Steward who interacted with you so many years ago rides with him, and he bellows out for the commander of this camp to present himself before the King.

You stand from the tent where you have been directing your operations and stride towards the King, wearing your breastplate proudly. You kneel before him, gathering your thoughts as he examines you.

"Rise, Sir Knight. I hear tell of your exploits from my outriders. Tell me your name, and then tell me everything you know."

Roleplaying, go!



"Sir Samuel Stone, your Majesty, vassal to Count Foles.  You granted me a fief for service to you some half a dozen years back, for which I am eternally grateful, sire.  As to the enemy, my scouts report between seven to twelve thousand men camped outside Parlonmouth*, mostly infantry, with several hundred ships blockading the estuary.  The enemy have little siege equipment beyond rams and ladders, but the outer walls have fallen.  The keep still holds, and Duke Erran continues the fight from within, but I have no information on the state of their stores.  My rangers have been hampering their scouts, so they may not have forewarning of your arrival."

The King listens to your reports, grimacing at the mention of the size of the enemy force. "Sir Stone... your face does look vaguely familiar. I must commend your actions over the last month. It sounds as if you have harried their forces at every turn, and managed to get me some actionable intelligence to boot. Our force numbers eight thousand men, which is all I could muster so late in the year and at such short notice, so I hope that your lower estimate proves to be correct."

He pauses, rubbing his chin. "You shall ride with me in the vanguard of this fight, at my right hand side. You have earned this honor, Sir Stone. I only hope that you need not save my life a second time."

With that, he barks out a harsh laugh, and the nearby men join in the mirth. You feel the gravity of what the King has said sink in. You will be fighting next to your King once again. Do you have any other topics you wish to discuss with him before you depart?


Where are our men supposed to go and under who will they fight?

The Steward of the King answers your question. "I assume you have a captain for your men? He will lead them. And, as you are a vassal of Count Foles, your men will fight under the command of Sir Uriel Lope, his Marshal."

"Fighting at the side of his King is indeed the best honor that any knight could hope for, Your Majesty. I doubt not but that my efforts in the field shall be solely exerted in trying to approach Your Majesty's skill and valour."

The King cracks another winning smile. "If you're as good with that sword as you are at kissing ass, Sir Stone, then I have no doubt you will prove your worth."

"And if your sword be as sharp as your tongue Milord I dare say God himself could not stop us"

And also, "I look forward to your judgment in that trial of arms, and your majesty shall not find me backward or shy to seek repayment on these devils."

The King barks another laugh out, and the talk turns towards the logistics of riding forth, deploying your men, and so forth. You instruct Finn to try and keep the levies back from the main fighting as best he can. Finn nods in ascent and goes among the men, telling them that their Lord will be riding with the King himself!

The men grow raucous at this, and you feel a swelling of pride. When you tell Alan, he can hardly contain himself. This will be an exciting time, indeed. You busy yourself amongst the troops, and soon your men are on the move with the host.

***

Your destrier paws the ground, and you pat his flank as best you can with his armor strapped on. You sit astride the mighty beast at the head of the army, which sprawls to your left and right. Off on the far right flank, you can make out some of your banners, where your men sit to watch the flanks.

The enemy force is arrayed before you, having oriented itself to your host at some point in the early morning. It is now nearly noon, and the King has arrived to the front, wearing a crowned helm. You bow your head to your liege, and he gives you a slight nod in return. He casts his gaze on the enemy.

"That's at least twelve thousand men, if not more." You aren't sure if he is addressing you or not, but you believe it to be true. Perhaps some of them were tucked inside the town when your scouts rode by. Most hold wicked axes, but there are skirmishing forces arrayed in front of them with slings and javelins, as well as some light cavalry. You also see some crazed looking men with no armor, painted with boldly colored tatoos, swinging massive morning stars around their heads.

A light snow falls, out of season for this time of year. It stands starkly out against the smoke which billows from the city around the Keep. Duke Erran's banner still flies, though, so you have hope that your new Uncle-in-law still holds out.

You glance at the vanguard, and see the flower of your land's nobility arrayed to either side of you. Count Gorgan lies to the King's left, and you remember him as a renowned fighter. You see Sir Ivanson, the famous jouster, further down the line. You also make out Count Zander's standard further down the line.

The army is arrayed for battle. Trumpets begin to sound, and archers move forward. The skirmishers move to meet them, and they exchange missiles for several agonizing minutes. You strain to see your men, but they are now lost in the distance to your sight. Another trumpet sounds, and the host begins moving forward.

Your pulse pounds. The charge will not be long. Do you have any last thoughts before the battle is joined?

Will post the first parts of the battle later... life is calling.



Think of our beloved Lady Marna as we ride into battle, and our heir which grows in her belly. Because rule of drama.

As the vanguard breaks into a trot, your thoughts drift to Marna, and your unborn child, for the briefest of moments. Then the word is passed up the line, and the time has come. You spur your horse into a canter, and then a full on gallop, keeping pace with the King as you swing an iron-tipped lance into position.

The battle seems to shrink down around you, and you focus on the men in front of you through a haze of snow. A screen of the crazed men emerges in front of the block of axmen that had been the initial target of the charge. The seconds tick away, and you spare a quick glance for the King before focusing on one of the crazed men.

You take aim, brace yourself, and then feel the crack of impact shudder up your shoulder, nearly knocking you from your horse. You expertly recover your balance with your knees, not even bothering to swing your attention back around to the man you targeted, certain that he now has several feet of lance protruding from his gut.

Tossing the shattered lance aside, you pull out your longsword, and begin to lay into the stout men around you. An ax thuds heavily into your leg, and you grimace in pain. Your armor turned the blow away, but the plate is now pressing into you uncomfortably. You twist in the saddle, and your horse tramples the man underfoot into thick mud.

The next minutes are a horrid blur of chopping, blocking, parrying, and combat. You stay at the King's side, helping him push deep into the enemy formation. Soon, your men are out on the other side, and are preparing to make another round. Out of the corner of your eye, however, you notice that the Duke's men have sallied forth from the Keep.

You only have a split second. Do you try to get the King's attention, and move to support the Duke, or will you simply follow the King as he crashes the vanguard back into the main body of the enemy.


There's no tactical advantage in meeting up, unless we're fighting a last stand. Follow the king and trust his battle judgement.

We must support our uncle-in-law and unite our forces, its harder to wipe out a single large group of attackers than to eliminate 2 small groups, the king would know this, I'd imagine he simply hasn't seen the duke and it is our duty to inform him.

First, we aren't the only groups fighting, talk of a "wipe out" is utterly premature. There's a broad battle-line of 8000 troops, and we leave our place to the detriment of neighbors. It's not as simple as just racing automatically to hold hands with those that we love. This is battle amongst hard men exchanging ringing dints, not a tryst between soft lovers exchanging tender caresses.

It's simplistic thinking that one big group is always better in battle, anyway. Hannibal saw beyond that fallacy, so we've got the Battle of Cannae as a classic example of one big group not being better. It's primal herd instinct rather than real military theory. It's better to have groups that complement each other's fighting styles working together at the right times. Let the Duke engage and tie down an enemy first, then we can smash into that engaged force from a flank later.

Cavalry has no business slowing itself down by working closely with foot troops. Or do you think the Duke has horses in his city yet? The provender for the horses was eaten the first month, and the horses themselves were eaten the second month.   

We should be searching for the damn chieftain and warn the king where to charge him, rather than babysitting tough old warriors. Search for a block of huscarls garbed in mail rather than leathers. There be the chieftain. There be victory.


Well, warn the king but follow his decisions. He had a lifetime of training and experience, not you.

Whatever the case may be, let Alan be handy with another lance now that we are free of the melee. I fancy another pass at the curs.

Spying the Duke as Alan hands you a second lance, you yell out "The Duke has taken the field!" The cry is taken up along the line, but the King continues to orient himself towards the rear of the enemy battle line. You scan about briefly, looking for men who are set apart in some way by better arms or armor in search of a leader, but you don't see any immediately surrounding you.

The vanguard has reformed, now, and you decide to defer to the King's experience and battle skill as you pull your destrier next to his mighty charger. With a yell, the King spurs his mount forward, and you are charging once again. You take a man in the shoulder with you lance as the formation crashes into the unprepared rear of a large group of enemy warriors, causing a ripple of tripping, confusion, and panic among the lines.

What follows is best described as butchery. You lay about with your sword, striking down distracted and disorganized men left and right. The King is likewise occupied, and you never fear for his life. You take a few glancing blows on your shield, but you remain unharmed, save for the growing pressure on your leg where your armor was dented in.

The enemy formation disintegrates before your charge, and the King directs the vanguard to a small hillock a few hundred feet back from the main line of battle. Grabbing your third and final lance from Alan, you cast about, searching for your men's banner. You catch sight of it, and see your stalwart block of Halberdiers crushing a loose enemy formation before them, with your Rangers and Archers pouring fire into the exposed flank created by the rout. You sense that the weight of the battle is rolling in your side's favor, with numerous holes appearing in the enemy's lines.

Out of the blue, you spot a group of enemies with an alarming level of ornamentation on their banners, including a number of skulls and bones. They are engaged with the Duke's forces, and seem entirely oblivious to the vanguard's presence. You yell out to the King, and point to them with your lance. He nods in agreement, and you are once again charging towards a group of foes.

You fit your lance in and brace, and once again feel the jarring impact as your foeman falls before you. The enemy formation reels and falls into disarray, as your horsemen begin to push towards the Duke. You suddenly feel a jarring impact on the your side, throwing you from your horse. You feel your head hit the ground, and the world goes black.

***

You awake, not sure how much time has passed. Alan stands over you, holding the reins of your horse in one hand and his sword in another. The fight seems to have moved beyond you, thankfully. As you stir, Alan leans over and pulls you up. You groggily ask how long you've been out.

"Only a minute or so, M'Lord, but you certainly had me worried." You grab the reins of your horse, and realize that you most likely won't be able to remount it in the heat of the battle. You search for the King, and see him around 100 feet distant, embroiled in a swirling melee with the Duke at his side. What will you do?


i think we need to ask Alan what the hell hit us. Then try to get back into the battle as best and as fast as we can.

Alan grimaces when you ask him what happened. "I was engaged with one of the bastards, and you pushed ahead of where I was engaged. With your attention turned, one of them managed to sneak up on you and catch you pretty square in the side with a massive hammer."

Your ribs feel afire as you hear the tale. "Thankfully, I slew my foe and rounded on your assailant before he was able to follow up on you."


Check our armour. Hopefully it isnt too damaged. Thank Alan from saving us from having our head smashed in by one of the enemies beserkers

Tell Allen to leave the horse, grab a shield, and follow us into the fray. Shout a war cry like "Feroshire! Feroshire! Feroshire for Lord Erran!" and the two of you carve a swath in the melee toward the other side of the king.

You thank Alan for saving you as you check your breastplate, which is digging painfully into your side and has actually torn open along a seam, making it difficult to breath. The dent on your leg is also pinching your thigh quite uncomfortably. There is no way that you can fix it on the field. Your options are to remove it, which seems inadvisable, or attempt to fight through the pain and discomfort. You have moments to decide your next course of action. What will it be?

As, kahn says, if we have chainmail underneath, take off the breastplate. You can't fight if you can't draw a good breath.

You make your decision.  You pull off your breastplate, relying on the chainmail underneath. You tell Alan to stick on your side, you are going to fight your way to the King. Crying out a mighty war cry, you crash into the melee, and are immediately buffeted back by an axman. You shrug aside a blow with your shield, and run him through, pulling your sword out. Alan hacks down a man who was rounding on your side.

You feel a stabbing pain as an ax digs into your shoulder, causing your shield arm to drop lamely. You roar out, cutting down your assailant, and breathe a sigh of relief as your arm slowly regains feeling. It must have been just a stinger, although you do feel a wet trickle of blood down your arm. You kneel to scoop up your shield, and Alan fends off another attacker.

It goes like this for an indeterminate amount of time, hacking, striking, blocking. Your armor saves you more than once, and your shield arm grows more and more tired. You don't know how many men you kill, but you soon find yourself standing next to the King. You lock eyes with him, and he nods to you briefly before laying into another foe. You see the Duke, as well, but he is several men down the line and doesn't notice you.

You fight on and on, but there seems to be an unending stream of enemies. You take several blows, but they are all turned away by your plate. Your incredible fitness is the only thing keeping you going at the moment. You fight on and on, taking out men attacking the King. You find the Duke has fought his way to you, and he claps you on the shoulder before throwing himself back into the fight.

Time blurs. You fight on, barely able to lift your sword. You lose track of the King and the Duke, the world shrinking down to the foe in front of you.

Suddenly, crude horns ring out, and the enemy begin to fall back towards the shore, where their longships have put aground. The King calls for a hold, and you oblige him, unable to fight any longer. You drop to one knee, utterly exhausted. Men around you lie on their backs, gasping for air. You know that the enemy's retreat was timely, and that you would not have lasted much longer in the fight.

You glance about for Alan, but he is not standing. You rush over to him, and find him lifeless on the ground, a gash deep in his chest crusted with blood. The battle has been won. The Duke is alive. But the price has been high.

What will you do now? You have no idea how your men fared. Alan is dead. The Duke is milling about, conversing in gasping breaths with the King.


Fold Alan's arms over his sword on his chest, close his eyes, kneel and say a prayer for his soul with your own sword as a cross. Then, after a moment's pause, seek out the King and Erran, and give them joy of the victory.

Heart dropping, you fold Alan's arms across his chest, and close his eyes. You feel great regret at losing the promising young man, and you have a pit in your stomach as you consider how many men you lost today.

After you say a quiet prayer for his soul, you rise, slowly, muscles aching and stiff. As you stride toward the King and Duke, you take in the battlefield briefly. Your initial impression is that the carnage was much worse for the enemy, as you see many more leather and fur clad warriors than those wearing iron and steel.

You stand at attention near the Duke and the King as they exchange pleasantries. The Duke spies you out of the corner of his eye, and motions for you to come over. He clasps your hand and pulls you into a bear hug, your ribs and shoulder stinging as he slaps you heartily on the back.

"My new nephew, Sir Stone! What a pleasure to see you. I understand that you fought alongside the King today?"


"It was a great honor, Milord. I see we've seen off these barbarians, I just hope it is the last of THIS particular lot!" Smile for a bit, and then somberly go on "Milord, I have lost a few men today, but none so greater than my squire, Alan, who fell in battle. He had protected me well during the melee, saving my life more than once. Is it possible to accord him the full honors of a knight posthumously? I cannot think of any who deserved the honor more than him..."

The Duke listens to your request, and opens his mouth to speak before the King interrupts him. "You fought valiantly today, Sir Stone, and I believe that your assessment of your fallen squire's honor is true. Let it be known that the young man should be accorded the full honors of a knight, even in death, forevermore by my word."

"Thank you, yuor Majesty, I am sure he would have been happy at this honor." Turn back to the Duke and tell him about Marna being pregnant. "Milord, I know that this might not be the place for this, but I deem we are in need of some happier news, and as this is the first chance I have been able to see you since my marriage..." grin a little cheekily at this little quip "My lady wife, your niece, is pregnant, hopefully with my heir. And with this business sorted out, I can arrange for a visit with her if you wish."

The Duke smiles warmly. "That is good news, Sir Stone. I will certainly pay your lands a visit upon the little one's birth, although I believe that I will have my hands full here for the next several months as we rebuild."

"Are Milords much injured? I took a few sore blows myself, and dented your wedding gift, Milord Uncle. My thanks for that gift! A part of it lies somewhere near here, and that's better than part of me lying somewhere near here."

The King shrugs. "I took a few glancing blows, but our foes decidedly lacked in skill. They certainly tried to make up for it with ferocity, I must say."

The Duke is likewise unharmed. "I'm glad that my wedding gift was so well received. I believe I can spy your breastplate off in the field there... it'd be best to retrieve it before someone absconds with it."

You sense that your time in the conversation is at an end and bow, taking your leave, and head off to retrieve your armor. You mount your horse with the help of a nearby soldier. You ride off in the direction you last saw your men, and find your banner on the far flank of the battlefield.

You are heartened to find that your troops took light casualties, at best. The fighting was much less fierce here on the flanks, and the enemy quickly broke rank and scattered. Finn led the decisive charge at the head of the Halberdiers, and your Rangers and Archers harried the foe the entire fight. After a short count, you find that you lost four Halberdiers and three Archers, as well as about twice as many levy men.

Camp is made, and food is brought up from the supply chains. The next few hours are spent resting, and then you receive orders. Each Knight present is to receive a small portion of the fallen foe's weapons. Your hope that there were several boats left behind is unfulfilled, as the ships that were harbored were crewed and left with the retreating forces. Any ships that were captured are given over to the Duke, whose own navy was destroyed by the raiders.

You cast about for word of your neighbors, and find that while Sir Percival is unscathed, Sir Denton received a serious wound, and it is unlikely that he will survive the night. You come to his side, and he asks that you watch over his teenage son, Derrick, as he rules over his land. You agree, patting your old friend on the shoulder as he fades into an unwaking slumber.

Sitting around the campfire that night, you toast to Alan, Sir Denton, and all of the lost men. You have gathered a few banners from the enemy, as well as a selection of large axes for remembrances. The King has sent word that the levies are dismissed, and you are free to return home. Would you like to do anything else before you leave the field?


I think we should send Alan's body to his relatives, along with a letter written personally speaking of all of his virtues and accomplishments. His family will know he's been made a Knight for his valor.

We could use some info on whats happening on a kingdom-wide level. Was this an isolated incident? Have these guys hit us like that before? Is our kingdom at war? If we are at war, did we just win it? Or can we expect them to raise a new army and return?

if we can get a chance before setting off, offer to the Duke to help rebuild his fleet with boats subsidized from our shipyard. Is the river where we are currently deep enough to build cogs?

Now is a time for business, and making profits in the wake of chaos. There'll be merchants who couldn't travel down the river for six months wth loads of finished goods going on the cheap, whereas raw materials will be going for a premium to feed and rebuild in the affected areas. Time to send word to Irlof to reap what advantage we may.

Perhaps we can travel back together with Sir Percival. bring the news of the victory and the loss to sir dentons next of kin together. (we'll need to go up to the abbey to get Marna anyway so we should pass Dentons lands) I'd just like to go hug Marna and fight of the post battle Melancholy soon

Year 5, November

The next few days go by in a blur. You send off messengers to Feroshire, telling of your victory and your imminent return. You also send a note to Irlof to prepare as much food as can be spared for trade downriver.

You spend a day or two in the city and in discussions with the Duke as your men rest and recover. You agree to send as much grain and meat as you can spare downriver, and promise that your merchants will be fair in their pricing. In return the Duke agrees to use your shipworks for the construction of his shallow-drafted vessels. He also agrees to send any families that cannot be housed in his wrecked town towards your lands, with the idea that you will provide them work on your defenses.

With your business done in the city, you cast about for information on the incursion. You get a more finalized number and find that roughly 1,000 men from your Kingdom fell, compared to around 4,000 foemen. This incursion seems to be limited to the Duke's capital. As far as who these people are, there are tales of raiders from the sea in some local histories dating back several hundred years, but no one can remember any similar invasions in recent memory.

Now that you have taken care of that business, you march home at the head of your men, stopping at Sowsden to gather the miniature navy you amassed during the fighting. You return home to find that word of your victory has preceded you. There are many tearful reunions, as well as a few saddened widows. Some of the refugees return to their old lands, but many of them are reluctant to travel late in November. Luckily, this year's harvest was quite fruitful, and you will be able to easily feed all that wish to stay, with some to spare for the Duke's lands. You load up several boats to that effect and send them downriver.

You ride with Sir Percival to deliver the news of Sir Denton's death, and introduce yourself to his heir. The young man says his father spoke highly of you, and you tell him to come to you with any questions he has. You continue upriver then, and are reunited with the now visibly pregnant Lady Marna. Your ribs still ache, but you don't mind as she folds you in a fierce hug.

Returning to Feroshire, you decide to send Alan's body to his family for burial, along with a letter explaining his Knighthood and virtues to them. Your tears stain the page, but you cannot hide your sorrow towards your fallen squire.

Before you realize it, the month of November has come to a close. December beckons, and it stands to be a fiercely cold one. What would you like to do?

End giant roleplaying session. Good fun, everyone!

385
Forum Games and Roleplaying / Re: Lordship Abridged Archive
« on: June 29, 2013, 02:56:51 pm »
Part the Thirteenth
Wherein Feroshire is assaulted from the River, and how Sam Stone gains Vengeance; The Invasion of the Sea Raiders and the Inaction of Count Foles.


Good turn. Happy GM. Well done, everyone.

The rider didn't have time for a count of the enemy troops, but he says they stretched around the entire settlement in a thick band of tents and banners. The Duke's capital is the largest city you've ever seen outside of the King's, for reference.

Year 5, September

Immediately, you send off riders to all the nearby Lords, the Mayor of Carshire, and three riders to the King warning them of what your rider has told you. You have the scribe draw several likenesses of banners for the note to the King, and explain that you plan on taking your forces downstream shortly in order to harass the enemy supplies. The riders are off, and that is that.

With the harvest fast approaching, you feel your people beginning to grow uneasy. The refugees continue to trickle in, and you decide that you will send the women, including Marna, upstream to the Abbey. You tell Alan that he is to lead this expedition, and privately explain that if things get hairy, he is to spirit Marna away to the King's court. He agrees to this, and quickly moves to lead the women away from the town. You bid Marna farewell, and tell her to care for your child. She nods stoically, and tells you to watch out for yourself.

You spend the next two days calling up the levy, arming the remaining men as best as you can with crude halberds, bows, and fur armor. In total, there are around another 140 men of fighting age, eighty of which fight with the bow and sixty of which wield the halberd.

The next morning, you gather all of the men, preparing to give a rousing speech before starting to prepare your defenses. You have a great speech in mind, full of tawdry jokes and challenges towards the refugees to take up arms and join your levies. You gather in the town square, which is packed full of your soldiers and levy, when suddenly an alarm goes up.

The gate is flung open, and a group of your Rangers tears into the town, yelling a warning. Six longboats are headed up the river, and are only just behind the Rangers. Your stomach drops. All of your men are behind the palisade. The farms, the barracks, your manor, the mines... these are all unprotected. Your only consolidation is that your forces aren't spread out. But if you let the riverboats past your lands, the womenfolk are only a few days travel north of your town, and likely not to the abbey yet.

What will you do? You had grand plans for river chains, ballista, and riding out to harass the enemy, but the situation has evolved rapidly.

Roleplaying, go!

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)






Quick question: Did we institute that impromptu navy at least? Because they need to very much fucking delay those longboats at least until we can get archers to assault them.'

Nope. You had grand plans. You rolled a 1. Raiders pre-empted nearly all your plans.

Let's get our archers down to riverside, behind buildings, in riverside woods, behind fences. Deployed in a dispersed fashion and not visible. Our advantage is that they are bundled up in packed ships, while our archers can spread out and be a difficult target from range. The halberdier levies we keep back for when the landfall point is determined, then they rush foward to knock the bastards back into the river.

The levy archers should have some lanterns or make small fires where they position themselves, small strips of wool torn from their clothes or capes and daubed in oil, and stick them to their arrowheads, if possible. They are to set fire to the longboats.

Our trained retinue of rangers, archers, and halberdiers are a flying squadron. When the trap is sprung, the archers can race to add their arrows to the volley, and we and our halberdiers can race to the landfall point to hold the disembarkers till the levy halberdiers join us.

We want them to feel confident enough to come close to the town, well into bowshot, fire their ships, hold their disembarkers till our levy led by Finn can rush up to throw them back into the river.


You spring into action, ensuring that all of the recently called up levy is armed properly, which for the most part they are. You below out orders, interspersing a few seasoned men among the levies to put them in good form, but retaining a strong core of your experienced soldiers to strike a hammer blow.

Acting quickly, you order strips of wool and garments to be cut, and supplied to each Archer. They also are to be supplied with a small lantern, candle, or torch. You bellow out for the Archers to spread themselves along the banks, behind fences, up in the watch towers, on small hillocks, and wherever else they will be difficult to hit. They are to try to set the boats aflame and force them to decamp downstream from the town. Your men scurry about, with the trained soldiers ensuring that your levy goes quickly but doesn't panic.

You form up your Halberdiers, a total of 80 men, inside the town, and explain that they will drive the enemy back into the river. The men seem to take heart at your bold and decisive action, and a sense of confidence runs through them.

As the Archers rush about, you pull aside one of the Rangers that gave the warning, and ask him how many men each boat held. He notes that they were shallow drafted river-craft, and he can't imagine more than twenty men being on each of them.

You nod, steeling yourself, and yelling for someone to help you into your armor. The battle will be coming shortly.

***

A flaming arrow arcs out into the river, sailing down onto the first longboat that has come into view. It thuds into the side, blackening the wood around it as a stout, bearded man leans over and attempts to bat out the flames. At this signal, a huge volley of arrows erupts from the banks, ripping into the longboats. From your position atop a hill just short of the town, you see several leather-clad men keel over in the assault.

The flames fail to catch the boats aflame, but the attention of the raiders has been drawn. You see the longboats angle over towards the shore, and you hear a guttural war-cry rising from them. You glance behind you at the eighty-odd Halberdiers tucked out of sight behind the hill. You sit astride your destrier, sword in your hilt, ready to command the battle. Your archers start to skirmish backwards, remaining out of range as several score of crude throwing axes fly towards the shore.

Your plan seems to be working. What will be your next step?



Let the peasant archers do their work still, but deploy our horse-mounted archer and ranger retinue to an area on the riverbank downstream of these craft, to give them withering crossfire and an inability to set their shields against the fire. When the craft are beaching, we and our horse-mounted halberdiers ride out to hit them while they are struggling in the shallows and trying to disembark and form up. This action will further delay them, and Finn leads the peasant levy over the hill and relieves us.

I imagine most of our peasant archers being slightly upstream of the boats, we racing out with our dragoons in the center, Finn marching behind us, while our dragoon archers are hitting them from the downstream angle.


Your levy archers continue to pepper the boats with fire, falling back in a skirmishing line to draw the enemy towards your forces. You give a gruff order to your Rangers and Archers to mount up, and ride downstream, swinging around to provide flanking fire after the enemy splashes ashore.

Turning to Finn, you tell him to march at the head of the levy halberdiers, and you will lead the mounted Halberdiers to confront the enemy as they struggle out of the shallows. Finn nods, and turns to take charge of the levy.

Some of your levy archers are being felled by flying axes, and you grit your teeth in anger. Unfortunately, the river at this point is quite deep nearly to the banks, so you begin to ride forward with the mounted Halberdiers as the first of the longboats beaches itself around ten paces from the banks.

You arrive in time, dismounting and forming up into a block, with you dismounted to one side with your sword and shield drawn. You get your first up-close view of the men spilling from the longboats, and are impressed by their stature. They are short, but strongly built, and they wield wicked hooked axes.

Several are felled by your Archers and Rangers as they disembark, but they are so close to the banks that only a few arrows land home before the melee is enjoined. Your disciplined Halberdiers perform brilliantly, keeping the wildly swinging axmen at a distance and cutting them down with a predjudice. You easily slay a few undisciplined opponents, not even taking a shot off of your formidable plate armor.

In a few short seconds, the men off the first boat begin to rout, and splash back towards their boats. You hold your block of Halberdiers tight, and the fleeing men are cut down by arrows from your Archers and Rangers. The first boat remains empty, beached near the banks of the river.

A second boat arrives, its men clearly less enthusiastic as they disembark and stumble through the shallows towards your men. The results are nearly as fantastic, with a few of your Halberdiers falling, but your block holds and you drive them off. You only manage to kill one of the bastards, this time, but they are slain as they retreat just like the first boat.

With a moment to pause, you see that a third boat landed, but was met by the large force of levy halberdiers and likewise driven off. The remaining three boats, you see, have turned back, and are heading back downstream. As a few remaining arrows splash into the river as they pull out of range, you raise your sword and lead your men in a throaty cheer. You have seen the raiders off competently, and your lands remain untouched.

Does this change your plans, or would you like to still ride out to harass the invaders? Should you wait for a response from the other Knights? Or will you hunker down and await word from the King?


That first boat is empty and we're right here. Are you thinking what I'm thinking? If we get us and ten good archers in that boat, we can chase them downriver for good measure

Let's give them to understand our mettle, and show them that they are not the only wolves in this land. Grab the longboats, grab our felucca.

Just to be clear, there may be upwards of 60 warriors in those three boats.

Unless I read that wrong, we also killed everyone on the other two boats, so we have three of their craft. If we follow them at a two hour's delay, we would go in fully loaded boats and our felluca, since speed is no longer a factor. As many as 70 men.

They probably don't expect the usual sheep and peasants around here that they've been slaughtering to give chase even after a victory, so they'll feel safe after putting some distance between us. They'll make camp, tend their wounded, etc. We'll spot these campfires and hit them again, for good measure.


This time, I would recommend our boats dropping us and 30 halberdiers off on whichever bank we see the campfires in the distance, then they float out to where the boats are, anchoring midstream there, and launch fire arrows into the lightly guarded boats, setting them ablaze. That will be our cue to rush into the camp as the vikings panic and run to douse their ships.

I bet they've never had the people around here actually fight back. They'll be in their nightshirts, confused, running about.


Let's dash off this letter to our friendliest neighbors:

"To Sirs Denton and Percival, greetings and grave tidings,

My dear sirs, I am honored to have been granted your friendship over the years, and now must draw upon your goodwill to request that you come to Feroshire with such fighting men as you are able to spare. No doubt you have seen the women and children streaming past your lands of late, including my own dear wife heavy with child. Yet unknown to you and any other god-fearing man beyond my fief, the first of many victories against a strange host has been won this day. I write this letter with blood on my surcoat, having repulsed a formidable invading force of six score or more sea-devils swarming in from the river. The Duke is besieged, this much you know--but the Count is also strangely no avail in protecting those of us upstream. Therefore let us all gather to stand at Feroshire together, or perhaps we shall all fall on our separate fields.

Wishing to remain, Sirs,
Your earnest friend and servant,
Sir Sam Stone, Armigero de Feroshire"



Your blood is up, and you immediately decide that this aggression will not stand. You check on your men, and find that four of your Halberdiers fell in the conflict, as well as two Archers. You instruct Finn to find enough competent levy Halberdiers to bring the number up to 35, and to prepare to depart downstream after them in a few short hours.

You yell out to gather supplies - lanterns and wool - for fire arrows, and instruct your head Ranger to find enough levy archers to fill out the three longboats and your felucca. You tell them to resupply their arrows, because you are going on the hunt.

Rushing off to the town, you find the scribe, and dictate a rousing letter to Sir Denton and Sir Percival, asking them to join their banners to yours, as the Count has failed to act to this mortal threat to the land. You send the letter with riders, and then tell the Council that their number one priority is to get in the harvest. You tell them to press the refugees into service, and to start getting as much food in as possible.

You return within the hour, and find that you have your 35 Halberdiers, along with around 30 Archers and Rangers milling around the boats. Your felucca has been pulled up, as well. You explain your plan to the gathered men: you will head downstream, aiming to catch them when they camp. When you see campfires, you will put the Halberds ashore with you on lead. The boats will anchor midstream, and then begin firing on the camp. When the boats are aflame, you will charge in and put them to death. The archers will stop firing at a specific battle cry from you.

The men seem to grow in stature as they hear your plan, standing straighter, nodding heads. They will not stand for this aggression. You push off a short while later, and begin slipping downstream. The longboats take a few minutes to get used to, but they are just boats with oars in the end.

***

You put ashore 45 minutes after dark, when you spotted a large series of campfires around a bend. You stand with the Halberdiers, watching flaming arrows streak through the night into the camp. You already see one of the boats aflame. You wait for a few minutes, to let the confusion sink in, and then march forward, giving a specific whoop to warn off the Archers.

The battle is brief and bloody. You caught them unawares, apparently, and a giant block of Halberdiers marching into a chaotic camp is a recipe for a slaughter. They were scrambling for cover from the arrows, and were in various states of inebriation and dishevelment. You personally slay three of the crude men, and the fight is over practically before it begins. All three remaining longboats are on fire. There are no captives, but from what you heard during the din of battle, their language is so different from yours it may not have mattered had you captured one of them.

With the bloody business done, you board boats and begin a slow journey back upriver. Progress is slow, but the men's spirits are high: you took no casualties in the butchery.

***

You arrive in the twilight of the morning to find a small host camped outside of Feroshire. Your pulse races, before you make out Sir Denton and Sir Percival's banner. They ride at the head of around 150 men: 50 light cavalry, the rest a mix of spearmen and bows. You greet them warmly, fighting off exhaustion and the call of your bed to confer with them. What will you plan? What is the next step?


First, our forces go to sleep. Second, take Sirs Denton and Percival inside your manor and explain them in detail what happened and all you know (and havent already told them). After that, devise a plan to march on the Count's city and either liberate it (if it's being besieged), or join forces. PS: does anyone though of checking carshire's state?

"We have burned their ships and captured the rest. Their route of escape has taken a vital blow I can assure you, thus they will be routed by land and can not pester via river. Would you like a look at one of the recently killed. These are a different breed of man. Not like ourselves. Short and strong, wearing unkempt beards, and fighting with axes, both throwing them and swinging them. Weapons like the bow and halberd cut them in twain, due to their lack of distance fighting. They speak absolute gibberish so capture is not worth the effort. No quarter, in my opinion."

More Allies: Inquire of these knights if there are others nearby that they can call up through informal entreaties.

Remembrance: Let the honor of our first battle be shared publicly. Call everyone to the town market, thank the levies for fighting, read the names of the fallen levies, tell the crowd that we owe them our freedom and safety, read the names of the fallen retinue members, and remind everyone that we will support the families of fallen retinue with a stipend. Read the names of the grievously wounded and announce that we will give them a medal, which will ensure our patronage in whatever affairs they seek. Introduce the other lords, and give a more rousing speech about how we're gonna kick some arse, then lead everyone in blessing the King.


You tell your men to go rest, and that you will speak with them again in the morning. You invite Sirs Percival and Denton to your manor, and crack open a cask of ale that you have been saving for a worthy occasion. Wearily, you settle down, a fire crackling in your hearth, and tell your two friends what has transpired thus far.

Your friends are impressed by your mettle, and toast your victory. However, they are troubled that the Count let these raiders through his land... although not surprised. Sir Denton does posit, however, that given the timing of the battle, they may have slipped by Curbiston in the night, choosing to avoid such a strongly fortified position. Sir Percival nods, and says that may in fact be a possibility.

When you ask if there are any other nearby Knights they can call upon, they shake their heads. They do recommend getting in contact with Carshire, however, as they generally can provide a sizeable levy of spearmen in a pinch. They also recommend that one of them rides to Curbiston on the morrow, in force, so that they can ascertain what is happening with the Count.

They also express some reservation, saying that the weather will soon become inhospitable for campaigning. An army could only survive in the field for another month or two before the bitter cold of winter began to take a toll.

With that, you retire for the night, saying a prayer for those who fell and one of hope for your wife and unborn child's safety.

***

In the morning, you hold a service of mourning, naming all of the dead amongst your soldiers. You also commend the wounded, and explain that your Steward is commissioning medals to provide to them, that will show that they carry your thanks and favor.

You give a rousing speech, claiming that you have smashed their first advance up the river, and you will smash their next advance, and any more that come thereafter. This is your land, and you you'll make sure that anyone who encroaches on it dies learning that lesson. Your people are heartened, although their mood is still stoic.

Sir Percival rides with a small guard to Curbiston, and you spend the next two days preparing a false townfront downriver for defending the river. With fake buildings, fences, and other pieces of cover for archers. A rider also arrives from Carshire, telling you that they have called up their spearmen, but that they cannot leave their walls undefended and join you at the moment.

Later that week, a small courier boat arrives from Curbiston, bearing Sir Lope. He tells you that he comes on behalf of the Count, to call your levies up. He explains that the Count is battling a fierce episode of gout at the moment, but that he has sent Sir Lope to gather forces to join up with the King in relief of the Duke. You are to bring as many men as you can spare to Curbiston, in order to quickly march on the enemy host.

The month is waning, and it will soon be October and the harvest month. Your harvest is already being pulled in, but there are no extra men to work on your tower and wall at the moment. Will you leave? Do you have any orders for October before you travel off? What comes next for the battle-hardened Sir Samuel Stone?


Actually, scratch meeting Uriel. You know the best way to make sure our abilities are properly used? Show them off. Also, let's pull Alan back from the Abbey. He's itching for some action, I can palpably feel it.

Preparation:Convince Denton and Percival to send their foot soldiers duly to Curbiston, but help us scout southward with their light cavalry while waiting for other lords to muster the remainder of this month. Scouting is a good excuse, and they are more apt to follow our lead than remain with Foles, whom they also dislike. Many of the other lords haven't been planning for this, so it will take them time to respond during such an important season. This means our land force will be about 115 armed mounted men, plus messengers and scouts.

Establishing a Base: We can ask locals and refugees about where the enemy has been and travel faster through relatively safe areas. Find the farthest river-town untouched by raiders, and make that place the base for our scouts and navy to coordinate our probing downstream. If none, then find a safe place to hide some supplies offloaded from the boat, and make this a rendezvous point. Ideally, it would be up a minor tributary river. Then we take our advance slower from there.

Open the Way: On land, scouts on fast horses go a few hours ahead of our main body to find where the enemy scouts are posted, and draw them into pursuit. These appear to aggressively have pursued our earlier messenger, so plan a good ambush along a roadside copse or hedgerow or abandoned village. We ambush them with our dismounted dragoons and our cavalry allies mop up. Then with better knowledge of the lands up ahead, the scouts can give us even closer ambush points to repeat this. We creep closer this way and open the land approaches to deeper scouting.

Scouting the Main Strength: Some well-planned ambushes will put the fear-of-god in their outriders that hunted down our earlier messenger so aggressively, and they'll become more passive to direct scouting of their main encampment. Then we get detailed information on them. We want force strengths and dispositions, where their baggage camp is, how it is supplied, whether they've build siege engines, and of course the status of the city itself.


We're not attempting to attack their main force. Just their outriders, which will be limited in number anyway. Even if they wisen up, that'll hamper their scouting effort, as they become paranoid of ambushes.

Yes. We are utilizing our troops well, creating a group of quality recon troops, able to kill large numbers of off guard or shoddily armored enemies, moving quickly and offensively retreating when possible. We do not have numbers, so we will use tactics

pick off the outriders and display them in horrific poses on a place visible from the enemy camp. Lets go Predator on their asses.


Continued Below

386
Forum Games and Roleplaying / Re: Lordship Abridged Archive
« on: June 29, 2013, 02:56:26 pm »
Part the Twelfth
Wherein Sir Stone gains a Rival; lays the Groundwork for a Town Wall; and most troubling News trickles in from the South.


Year 5, June

With summer in the air, your eyes widen and you turn your attention to several large projects that have been turning over in your mind for several months now.

June begins with a bustle, as you send off several riders searching for builders and surveyorsto start your new construction. Your workers begin rough clearing and grading work for a wall to encompass what you can imagine your town growing to in the next period of several years, well outside your current palisade. You also begin similar work for a tower, to be built riverside, where the planned wall intersects the Parlon downstream of Feroshire. The town's architect is starting plans for the fortifications.

Turning your attention to the river itself, you commission barges and other equipment for dredging the river. You have your grooms pick out some likely draft horses from your herd, and you set the council to oversee the implementation of the project. You also ask them to consider building sites for a bridge slightly upstream of the town.

In your spare time, you ride your lands with Marna, admiring her hawking, laughing together on shady paths, swimming in the Parlon, and enjoying one another as man and wife. You ask her to oversee the town while you are away on knightly business later in the month, and request that she pay particular attention to the scribe and his nascent library. She agrees, and sets herself to the task.

Subtly, you approach Irlof, and tell him to pay The Rat, and pay him well. You are quite sure that his work saved your life at least once, and you want a man like that to be around in the near future.

In the middle of the month, with your plans set into motion, you, Alan, and a small compliment of Rangers ride out in force, seeking out a well-traveled crossing. You find your location several days ride away from your land on a bridge astride a main road, which you then stake out, in order to challenge noble travelers to a passage of arms, lest they be proven less brave and virtuous then you.

The first few days, most of the passersby are merchants, but on the fourth day, you see a figure riding towards you, resplendent in full plate armor and trailed by a small retinue. He flips up his visor upon approach, and introduces himself to you as Sir Owen, a household Knight of Count Zanders. He tells you that he heard tell of your rise from the ranks of the peasantry, and he explains that many noble families find your story disagreeable. He comes to challenge you and put you in your place on behalf of the nobility of the land.


You ribaldly accept his challenge, remarking rudely on his bulbous nose and walrus mustache. Your men chuckle as he declares that given the nature of the challenge, you shall fight to satisfaction, as opposed to a set number of blows. You agree, and the weapon is chosen as the sword. He wears a greatsword across his back, and the two of you take up positions on the wooden bridge as a small crowd of travelers and merchants gathers to watch.

You pace back and forth, your fine longsword swinging easily in your hands. Sir Owen stalks out his space, moving slowly and deliberately, greatsword swaying gently side to side. After a moment, you charge forward, surprising him and causing his footing to slip. He stumbles backwards as your reign down several strong blows, many of which he fails to turn away...

Now, given the nature of the passage of arms, these strikes are firm, but still restrained so as to not cause injury. Nevertheless, Sir Owen is beaten back, slamming against a rail on the bridge and spinning off to the side as your longsword slashes down, splintering wood where he recently stood. You draw your air heavily through your visor. It is quite hot to be fighting in full armor, and you are still not used to the feel of the plate armor.

The second exchange goes less well for you, with both you and Sir Owen striking a more cautious cadence. He parries several strikes, and you absorb a few ringing blows onto your shield.

The third, and what proves to be final, exchange, begins poorly for you. Sir Owen charges boldly, knocking you back with a fierce volley of strikes. You parry wildly, but he lands a solid blow with the butt of his greatsword onto the top of your helmet. Your eyes flash stars, as you crash to the ground, stunned. You attempt to regain control and roll onto your side, but his foot slams down hard on your arm, pinning you to the ground. With the flat of his blade, he raps you hard twice across the chest, and you wince as the force of the blows resonates through your plate. You have no choice at this point but to drop your sword and yield.

Sir Owen accepts your surrender, and returns your sword. "Take that as a lesson, boy. Only a fool chooses a battle he is not prepared to fight." He rides off then, and after a few hours of discussion, you decide to do the same, your ribs aching from the final assault. You feel you may have cracked one, even. You feel as if you learned a bit about fighting in your armor, but you still have room for improvement as a warrior.

You return home at the end of the month. All seems to be progressing well: stones and mortar are being gathered, the levelling is under way, and itinerant workers are starting to show up, following news of new construction.

With your plans under way, but your pride and ribs bruised, what will you do in July?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





So I haven't gone into this yet, but you'll be quite hard pressed to train your men past Regular. Veteran status is imparted to Regular units that have actual combat experience. There is an Elite level past Veteran, but that will require extensive campaign experience in addition to equipment, resources, and training methods you don't have access to at the moment.



Year 5, July

Early in the month, with your ribs still smarting, you search for a local healer or herbalist. Alan points you in the direction of a local woman he has seen before who mixes simple poultices and knows how to bandage wounds. You arrive at her house, and are quickly brought inside. The woman pokes and prods at you a bit, causing you to wince slightly when poked, and asked to take a few deep breaths, which you do, uncomfortably. She declares that the ribs are merely badly bruised, not broken, and that you'll be fine in a few weeks.

You spend much of the month with Marna, hawking, reading, and generally enjoying yourselves as a married couple is wont to do. She recommends a few history books from the library, and you begin to delve into them.

Visits to the barracks are also common in July. You ask after your horses, and find that the groom sent by the Duke is skilled in war training horses, and has been doing so for the men's mounts and your hunter. Your destrier is already well trained. You also check the progress of your men on the basic tactics you explained to them, and are pleased that the archers all carry small shovels and a pack of sharpened stakes for deployment. They also are demonstrating some basic skill at riding, in order to rapidly redeploy.

While there, you spend the majority of your time in your plate armor. You do practically everything in it this month. You ride about, you tour the sites of the new walls (which aren't yet under construction), you visit the mines... you ask about for a tumbler to teach you some tricks, but are told that none currently reside in Feroshire. Perhaps you can check again during the festival. Nevertheless, you feel more comfortable in your armor now.

In passing one day, you ask Irlof a bit more about the merchants and how they work. He tells you that, in the largest cities, merchants operate guilds as a way to consolidate their power and resist excessive taxation. However, in a smaller town like yours with reasonable tax rates, most merchants prefer to work independently and avoid fees related with a guild.

Irlof also passes you a worrying rumor, as well. Apparently, a number merchants are reporting that several thowns and thorps much further downstream than you have been razed when they went to stop at them. There is no sign of the cause, but he warns you that caution may be wise.

Dredging work continues, and the architect presents acceptable plans for the wall and tower. You should be able to start construction in September, based on your stores and supplies. Workers continue to trickle in, swelling the population of your town to nearly 200.

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





My patience is pretty thin at the moment... if we can't get through this turn without a fight, this is locked for two days. Like I said, you can disagree, but don't bait each other, don't flame each other, don't infer that another poster doesn't know what he or she is talking about, don't call each other names, don't post a sarcastic remark that will offend someone, tread with care... and just suggest. Please?

Year 5, August

The news from Irlof troubles you deeply. You ask him if he has any more specifics as to the location, and he replies that from what he understands, the affected villages were between the Duke's capital and the Count's lands. While this is too far for you to scout out at the moment, you start sending your Rangers on long patrols in that direction on your lands, in order to have some bodies in the field should trouble arise.

Meanwhile, you send messengers to your neighboring Knights, as well as the Count and the Duke, warning them of this rumor and asking if they have any additional information. The two Knights reply first, stating that they have not heard tell of any attacks, but they will put their forces on alert and be ready for additional word. The Count then sends a reply, about a week after the letter is sent, and tells you that he has heard of some trouble in the Duke's land, but nothing specific yet. The rider from the Duke's land is delayed in his return, worrying you deeply.

A few days later, Lady Marna approaches you and pulls you aside. She explains that she realizes now is a time of great tension, but she has news for you: she has missed her menstruation for the last two months, and she believes she is pregnant. You are greatly pleased by this news, and it is a ray of light in otherwise dark times.

Work continues on grading the land for the walls, and you still believe it will be ready for construction next month. In light of the heigtened security, you order several wooden watchtowers are hastily set up behind the palisade to station your archers on. These are crude, but they will allow your men to fire from behind the defenses.

At the end of the month, the rider from the Duke's land returns, and his news is troubling. A great host was camped around the walls of the Duke's castle, bearing banners that the rider had never seen before. He chose not to approach it, as it appeared to be besieging the Duke's town. He narrowly avoided capture by several outriders, who chased after him and forced him to go into hiding for most of the month. He barely escaped with his life.

Even more troubling is the arrival of refugees from the small village that you visited on your first trip to the Count's land at the end of the month. This village lies between your land and the Count's capital, and they tell of raiders from the river who struck with lightning speed and razed their town. They fought furiously, pillaging as they went, and came in overwhelming numbers.

What will you do about this threat? Marna suggests sending a rider to the King, warning him of this development, and arming as many of your men as possible. Dent agrees, and recommends calling up a portion of your reserves. The refugees are swelling your town, but room is getting hard to come by within the walls between your troops and the new arrivals. September beckons, but times are troubling...

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)



387
Forum Games and Roleplaying / Re: Lordship Abridged Archive
« on: June 29, 2013, 02:56:00 pm »
Part the Eleventh
Wherein Sir Stone seeks justice at the Duke's Court, and how Count Foles escapes an Inquiry; The blissful Wedding of Sir Stone and Lady Marna


I appreciate that the debate remained civil and impassioned. Good job team! And a slight correction of misinformation in the thread... the wool merchant wed one of the Count's nieces, not one of his daughters.

Year 5, February

The month of your birthday rolls around, but you are not concerned with celebration. The latest intrusions into your land have raised your choler, and you decide that now is the time for action.

Strapping on your armor and gathering your longsword and shield, you march to the barracks, where your two prisoners are being kept: the man who initially attempted to assassinate "Sir Rock" last year, and the man who was surveying your land last month. You tell Fin that you need an honor guard of his five best Rangers, and his presence as well, for you are going on a trip upriver to see the Duke.

You and your men, plus the prisoners, board your Felucca and set out, despite the chill in the air. You travel downstream, making good time to the Duke's main holdings. The journey takes three days, and you put aground a few times to stretch your legs and set up camp at night. You arrive at the Duke's capital city at dawn on the fourth day, a sprawling metropolis with a bustling port sitting on a wide estuary.

You dock, and then move your prisoners with haste into the inner city. You arrive at the Duke's castle and make your way inside, requesting and receiving an audience. After a perfunctory greeting, you launch into your tale, weaving the story together masterfully. The Duke furrows his brow, nodding along and grimacing as the two prisoners tell their tales. He winces as you tell of your near "accidental" death during the tournament. When you finish, a hush hangs over the air.

After a moment, he seems to have decided. "Your story is convincing. This wool merchant must be detained, and I will give you a warrant to do so. I fear what he might say regarding Count Foles. I cannot abide treason by one of my vassals. If these allegations and insinuations are corroborated by the wool merchant... well, we will cross that bridge when we get there. I will retain custody of these men for the time being.

"I would also charge you with locating the citizens the wool merchant took hostage to work his latest scheme. I will not abide my subjects being captured and held under my nose.

"That being said, watch your back, Sir Stone. These are troubling times, and it seems that someone is quite intent on ending your life..."

With that, you are dismissed, and are put up in a room for the remainder of the day. Lady Marna pays a visit, and you spend an afternoon with her walking in a frost-covered garden, which she tells you will bloom wonderfully in the spring. A steward arrives with your warrant a few hours later, and you depart first thing in the morning.

You return to your lands half-way through the month, and with a specific mission in mind. The rest of February passes with a strong blizzard, but the weather shows signs of breaking at the end of the month. What will you do in March, and how will you carry out your task?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





Executive decision time: I'm going to go ahead and lock the thread for a bit, we're just spinning our wheels here and getting off track. Will unlock when I update, probably tonight or tomorrow morning.

... and we're back. I think we were getting a bit out of hand there. Remember, this is a game, and it should be fun. Don't get too worked up about it, and we'll have a good time. And, if I may make a suggestion, it would be to focus more on providing constructive suggestions and less on debating one another ad infinitum.

Year 5, March

With the warrant in hand, you set a few plans in motion. You send a letter to The Rat, asking him to observe the wool merchant's habits, and attempt to arrange a meeting near the Count's docks under false pretenses. You plan on meeting The Rat at the docks in two weeks time, with a small group of soldiers, in order to rightfully imprison the treacherous merchant.

You set your workers to fortifying the area around the mines, putting up some crude earthen berms and sharpened stakes to make the area more defensible. The barracks are fortified in a similar fashion, giving the men some easily defended positions.

The next two weeks, you drill with your men on the arrest, as you see it playing out. You will rush in, guarded by your best Halberdiers and Rangers, and remove the wool merchant cleanly from the city late at night by Felucca. The days tick by, and you find that your skill with a shield has improved due to the constant sparring and drilling.

The set date of your departure comes, and you depart in the morning with eight soldiers on a mild day. Alan and Fin are told to be on high alert at home, and to be wary of any retaliation by the Count. The trip downstream is tense, but you pass the time with simple dice games. The journey would take a day, but you time it so that you arrive late the following afternoon.

You have some pretenses about traveling up towards the Duke's lands for wedding preparations, and you enter a tavern where you agreed to meet The Rat that evening. The man's shadowy figure slips into a booth with you, and he leans in towards you, speaking in low tones.

"The situation has evolved in a most unexpected fashion, M'Lord," he whispers. "It seems as if the Count has arrested the wool merchant on charges of kidnapping. He has... hanged the man without a trial, and his household guard have freed the hostages."

This news takes you aback. The Rat takes you to a nearby square, where the body of the man still hangs lifelessly. Returning to your Felucca, you are left dumbstruck as to how to proceed next. After a few moments, you decide to continue on your stated purpose, journeying upriver to see the Duke.

When you reach the Duke, he has already heard the news. "I am not sure what to tell you, Sir Stone. All of your evidence points towards this dead man, and dead men tell no tales. The hostages have been freed, and I cannot see any other course of action other than to return to your lands and prepare for your wedding. Perhaps this is all for the best."

Slightly unsatisfied, and still uneasy about the events that occurred, you return home. The rest of the month, you dally about in the fields, overseeing plantings and trying to piece it all together. Perhaps it is time to put these shadowy dealing behind you and refocus yourself on being a Lord.

What are your priorities for April?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





Year 5, April

Early in April, the Scribe arrives from the Abbey, with a small pack of math, poetry, and craft-related books. Mr. Wood has already constructed him a small building to work from. He is amenable to teaching some basic classes to children who are free from planting duties (likely the children of merchants). He asks for a small stipend for ink and paper, and you grant that to him easily out of the income from your mines.

Turning your attention to your wedding preparations, you purchase some fine clothing for your immediate retinue of Alan, Fin, Dent, a few Rangers, and a few Halberdiers. You make certain that the Mews is prepared, and you commission some small baubles from the jewelers for gifts. You think of visiting Marna, but Alan tells you that it would be bad form to see her so soon before the wedding. You also order some nice furniture for your house, to make it more liveable.

You set Wood to enlarging the dockyard, in order to expand the ability for trade in Feroshire. You also oversee the implementation of a four-field crop rotation in your communal farm, and many of your private farmers take up a similar plan after you explain its virtues to them.

Speaking with Irlof, you tell him that there is a new opening in the wool market, and ask him if he knows any aspiring wool merchants. He tells you he has just the man in mind, and soon you meet with the young wool merchant and tell him you will subsidize his flock of sheep and provide a communal grazing land. He gladly accepts, and you find your lands in the possession of a nascent wool industry.

When touring the town, you see that, of her own volition, Marge Kannity has expanded her winery on her own and taken on some apprentices. You taste a few vintages, and they are actually quite excellent. The fishing fleet has also expanded, as well, and a second inn has been constructed near the docks, catering more to the ribald merchant crowd.

Your wedding is early next month. What will you do in May?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





Year 5, May

May is the month of your nuptials, and you gather your party for the journey to the Duke's lands up and head off. Before you go, however, you instruct Irlof to make some overtures towards Carshire in an effort to draw their trade away from Curbiston. You as him to also discuss improving the road between Carshire and Feroshire in an effort to improve trade. At first, this will most likely mean a simple gravel road, but you hint that eventually it could become paved with brick if the trade is present.

With that set in motion, you depart on your Felucca for your wedding. The trip is relatively uneventful, and you arrive in good time, two days before the ceremony is set to take place. While you do not see Lady Marna, you reacquaint yourself with Sir Melvin, and spend an evening with him and his mother, the Lady Iris. She reminds you of Marna, but slightly more reserved. In the depths of her laughter, you sense the scars of losing her husband several years back still lingering.

Then the day arrives. You put on your finest garments, and arrive at the church in the late morning. Garlands stream around marble pillars, drawing the eye up to the vaulted ceilings. Light filters in softly through stained glass windows, supplemented by several candles strategically placed around the room. You take your place at the front of the room, with Alan standing up with you, given your lack of living relatives. You feel a pang of loss on this auspicious day, as you think of your parents, and how far you have come from your beginnings as a simple farmer.

An organ begins playing a simple wedding march, and the doors of the church are opened, revealing Marna, resplendent in an elegant, flowing wedding dress. Sir Melvin, your soon to be brother-in-law, walks her regally down the aisle, giving her a brief hug at the end of the aisle as she is handed off to stand with you. You beam at her, and she smiles widely back at you.

The ceremony is a blur, and then it is done. You are married. You kiss your bride, for the first time, and it is fantastic.

The evening comes, and there is a feast the likes of which you have never attended. There is music, dancing, and much mirth. Marna is stunning, and you are happy. And then, when the feast is over... the night is equally pleasant.

You stay at the Duke's court for a few days, as Lady Marna prepares to travel to your lands with you. The Duke pulls you aside one day, explaining that he has gifts for his new Nephew-in-Law. He presents you with a fine set of steel plate armor, and a matching set of barding for your mount. He also has sent a fine destrier to your lands, as well as a groom to care for him. He also hands you a writ, allowing you to fortify your lands to properly protect your growing demense: you have his permission to build stone walls with crenelations, and up to one tower.

He lowers his voice as he speaks one final word of encouragement to you. "Continue to strengthen your position, Sir Stone, and steward your lands wisely. If events play out as I hope they will... well, perhaps you can make my niece a Countess one day soon..."

You return home late in the month, after the feasting and parties have concluded and Marna has packed. Marna's goods are sent overland via wagon, while you enjoy a leisurely cruise up the Parlon. Marna is a delight, and when you arrive at your home, she is overjoyed to see the Mews you set up for her. You find that having a wife is quite to your taste.

Irlof says that Carshire is interested in making Feroshire its port of choice, and work has begun on laying gravel out on the road between your two towns.

May was a month you will remember for the rest of your life. How will you spend June?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)



388
Forum Games and Roleplaying / Re: My number is bigger.
« on: June 29, 2013, 09:05:22 am »
n, when n is the number of distinct facts in existence in the universe.

Thus is still far, far smaller than Graham's number, nevermind Ackermann (g64, g64).

No, he was right to a certain extent. Consider the following: it's a fact that Grahams Number's first righthand digit is 7, it's a fact that Graham's Numbers second righthand digit is 8, and so on...

Still, it probably isn't computable in any real sense. Not that any of this is.

I think 42 wins, to be honest.

389
Forum Games and Roleplaying / Re: Lordship Abridged Archive
« on: June 28, 2013, 05:19:13 pm »
Part the Tenth
Wherein Sir Stone proposes Marriage, and a strange Scout is captured on his Fief.


Year 4, September

With Marna's arrival imminent, your thoughts are scattered. You want to re-arm your troops, but a thousand different ideas run through your mind, and you can't decide what you want them to bear. You'll have to think on it later.

You spend an afternoon mediating amongst your townsfolk, but most of the grievances are quite minor. A stolen chicken, a lover's quarrel, mischievous teenagers, things of those nature. Your people seem to be relatively peaceful, which is nice.

One morning, you take Alan aside, and tell him that you are going to place him in charge of a town watch. He will have access to out-dated weaponry from the armory, and be in charge of training and recruiting his own men. He takes to the task with a gusto, and by the end of the month has 10 watchmen patrolling in shifts every night at the town and the mine.

After consulting with the metalworkers and Stumpf, you attempt to begin steel production, but your craftsmen have no skill in it at all. You may need to bring in an experienced smelter who has dealt in steel from the outside before you can set things up. Stumpf tells you that he believes there may be some limestone in the ground, as well, but they'll have to explore for it.

With a few days to spare, you decide to work on your skills in interacting with the common folk: clapping backs, telling jokes, and listening to stories with attentiveness. You have a great aptitude for it, and your practice only hones your edge. By the end of the month, you are considered a fine "man of the people."

One last task, before Marna arrives, is the commissioning of a golden pin, consisting of a bow and two crossed arrows, that will be the reward for the winner of the archery contest next month. You send runners to nearby towns to spread the word, and you also let them know that you will be recruiting archers for your guard as well.

Then, one day late in September, with the leaves turned golden, Marna arrives. She brings with her Sir Melvin, as well as her Lady's Maid. You spend a day enjoying your time with her, taking walks and talking of the world, and you feel as if she truly does care for you. On the second day, you bring her (and her escorts) with you on a cruise on the river.

You bring a cask of wine from your winery, which Marge tells you is a nice vintage, although still young. You drink to health and happiness, and then present her with her gift. She loves it, and you tell her you have a question for her. You feel your face flushing, and your heart is beating at an incredible rate.

The words seem to stumble out of your mouth, but you manage to say them all: "Will you do me the honor of marrying me?" A smile spreads across her face, and she practically yells out "Yes!" She throws her arms around you, but a loud clearing of her Lady Maid's throat keeps you from anything more. You separate, still holding hands, which seems to be acceptable.

Sir Melvin congratulates you, and you spend the rest of the cruise talking about the wedding. You have to decide when you wish to get married, and she tells you that she plans on staying through to the end of the festival next month, as she had such an amazing time last year.

All is well. You are now engaged to be wed to the Duke's niece. What will you do in October? When would you like to get married?



Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





Year 4, October

Automated armor factory is a bit beyond your people's expertise at the moment. Remember, assembly line was a big breakthrough (Venetian Armada then not until Henry Ford, really). Not saying it can't happen, but you'll need to search the land for some of the smartest, most creative, and most technically sound craftsmen to do something like this. Huge undertaking.

Overcome with joy, you decide with Lady Marna that you will be married at some point in May, and, as is tradition, the ceremony will take place in the Duke's castle. You'll be responsible for a small party of your personal entourage, and the wedding rings, but that is it.

With the harvest happening and the festival, you don't have much time for other projects. You manage to find a work crew to replace your crude mud roads with gravel roads throughout your land, however. You also find that, when you ask about the warehouse, the merchants from the town have enlarged it on their own.

The harvest is fine, quite average really. Taxes are collected, and you pay them in turn. The festival begins, and you notice a much larger contingent of archers this year. Throughout the festival, you introduce Lady Marna to your people formally, announcing your engagement. The people seem to take to her quickly, as she has a great personality and is comfortable interacting with commoners.

Once again, people from all across the County, and even the Dukedom, arrive for your festival. Your merchants make a killing off of it, and you have more money in your coffers than you can ever remember. The archery contest is a smash hit, and five of the competitors actually sign up for your militia on the spot.

At the end of the month, Lady Marna bids you farewell, and tells you that she will write you every week until your wedding. What shall you do for November? You still haven't decided on how to reform your militia, so that'd be a good spot to start.

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)






Year 4, November

I apologize in advance, as it's quite tough to synthesize so many opinions on the military. I am sure some of you will be upset, but... this is my best effort, and if I got it wrong, keep making suggestions.

In November, an early frost strikes, but you manage to get a few projects rolling. You build a Mews for falconry near to your manor, as a surprise for Marna when she comes to live with you. You receive a few letters from her, and in your replies you attempt to get to know her daily life more intimately. She is an adventurous soul, taken to falconry as you already know, but she also enjoys reading the classics, engaging in debates, and learning more about the world around her. You tuck this information into your memory for later use.

You decide that, with no major projects occurring currently, you will provide citizens with a subsidy for replacing their wooden huts with brick. Even with the subsidy, it is still expensive, but a few of the wealthier merchants and craftsmen take you up on the offer.

While planning for the future, you go to your city council, and put forth two suggestions. You have thought of building either a public bath, or a public school and library. The councilors debate it one evening, and the result is quite unanimous: they would prefer the school and library, as the river serves the hygiene needs of most citizens. It is too late in the year to start building, but as with the information on Marna, you file it away for later use.

You spend the majority of the month working on changing the footing of your militia. You decide to replace your spearmen and axmen with halberdiers, which you have forged in iron to go along with Brigandine armor. Training begins immediately, and is overseen by Fin. You also recruit five new Rangers from the ranks of your archers, and spend a generous sum of money (nearly emptying your treasury) to purchase mounts for all of your troops, and have them begin training as riders.

Another edict is passed, stating that all able-bodied men must spend a couple hours each week working on either the halberd and line formations or the bow. Alan oversees this process, and feels these men will be capable of emergency duty in a few months.

While reforming your militia, you also spend some time on your jousting. You make some progress, and feel that you are about an average-skilled lancer. However, with the winter looming, you probably won't have much more time to practice until the spring.

December beckons. What would you like to do?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





Don't have an exact number in mind, but in my head, your "Medium" population in your lands equates to about 5x the population of your city... so, at the moment, you have about 850 people living in your land outside your city, or about 1,000 combined urban and rural.

When I said training as riders, I meant for transport and maneuvering, not for battle. If I'm wrong, let me know, and you'll stop next month.




Year 4, December

With December comes a cruel snowstorm, sending you inside your new manor. You spend the days in consultation with the Council, working on a few basic tenets for the planning of the city. You agree that you need to have some flexibility, but that houses should be built along roads, and that roads should intersect at 90 degrees. You also reserve space every few streets for public buildings in the future, should you desire to build them. You also set aside a parcel for trash hauling, with a pit to be dug there in the spring, and a separate graveyard. The Council is amenable to these suggestions.

You dash a note off to The Rat, as well, and he tells you that he has gotten a few sworn statements that the Count was connected to your initial assassination attempt, as well as the "accident" at the joust. He is collecting evidence for your use at a later date. He also tells you that there is some rumblings of some shady business regarding the Count forging a claim on your mines, but nothing seems to have come of it at the moment.

You send letters out asking for a trainer of horses, and to your surprise, a man and his family shows up despite the storm. He is an expert horse trainer, and he tells you that in exchange for a good house and land, he'll train and run your horse breeding program. You take him up on the offer.

There are some thoughts of holding a winter festival, but the weather is simply too wicked. No one would want to leave their houses, so you tuck the idea away for a later date. Similarly, your search for an apothecary and a sculptor are postponed by the weather.

You spend the majority of your time out hunting and training with your Rangers. You move to appoint a Captain, but find that one man is already the de facto leader, so you simply formalize his title. Your ranging grows your skill as a woodsman.

While out one day in your forest, you stumble across what seems to be the remnants of a camp. You find several of the camps over the next few days, and conclude that there are either bandits or poachers operating on your lands again.

Any plans for January?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





Please keep all discussion related to other games in another thread, thank you. And, for ease of my comprehension, please put all actual suggestions in bold from now on, so I can make out what is a suggestion and what is just a discussion or debate...

Year 5, January

You spend January plotting what to do about these camps. Part of you wishes to go investigate yourself, but you ultimately decide that discretion is the better part of valor, and you send out mixed patrols of Rangers and Archers into the snow to find out what exactly is going on.

As those patrols are sent out, you send a messenger to Hemswood Abbey, inquiring about purchasing old books from them. After a week, you get a note in return, saying that they are ammenable to not only sending you books that are poorly copied or otherwise unusable for their purposes, but they also are willing to base one of their scribes in your town. You heartily agree, and are told that he will be arriving when the weather breaks.

You also decide that you will open a school for children in the spring, offering lessons in basic counting, letters, and different jobs that are available in your lands. Mr. Wood says that he will build the building when the snow melts, and you are hopeful that the scribe can teach a lesson or two between his other work.

By the end of the month, your men report having encountered several bands of men, usually in groups of no more than five. These men seem to be quite efficient woodsmen, and generally slipped away before your men could close on them.

However, late in January, you find that an armed encounter took place. A group of the interlopers were surprised near the mines, and attacked your Rangers with sword and staff rather than flee. The fight was swift, and your men took no casualties. They captured one man alive, and they also captured a map detailing the holdings on your lands, with a particular attention to detail surrounding the mines. There is also a focus on the barracks area, which is correctly noted as being unfortified.

The prisoner quickly breaks and tells you that he was employed by a certain wool merchant you are all too familiar with. He tells a tale of how his sister disappeared three months ago, and he was approached by someone representing the merchant and told that, unless he scouted out your lands completely and thoroughly, his sister would be killed.

He was told to resist capture, but avoid conflict if possible. He begs for his life, asking clemency.

Fin and Alan are worried by these developments, and try to station more guards in key areas, although the biting weather makes an attack unlikely.

February calls, and with it your 23rd birthday. However, this information is a poor present. What will you do?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)



390
Forum Games and Roleplaying / Re: Lordship Abridged Archive
« on: June 28, 2013, 05:15:06 pm »
Part the Ninth
Wherein Sir Stone honorably comports himself in Contest of Arms; and the Sabotage thereat.



Year 4, May

With the shipyard coming along nicely, due to some private orders infusing cash, you order the construction of a small group of fishing skiffs to improve the local fishing, which is mostly done via line now. The skiffs will allow the fishermen deeper into the river, and you also build a smokehouse to smoke the fish and other meats caught by the trappers. These foods will spoil less readily, and will serve as another good for your burgeoning market.

Speaking of the market, Irlof comes to you and asks for permission to start a midweek market, in addition to the Saturday one. This will help your town grow even further, and you see no reason not to grant his request.

You also commission a personal sailboat, which the shipbuilder calls a Felucca, to transport you up and down the river. You are told it will take a couple of months to build, but that it shouldn't be a problem.

With a few moments to spare, you sit with Mr. Dent and review the tax laws. Proper tax codes are set up, to deal with the various industries propping up. Rates are kept very low, to encourage growth, and you retain an exemption for labor in the codes.

Turning to your investigation, you commission your Rangers to start infiltrating the confidences of the wool merchant, keeping an eye out for evidence of his relations with the Count. This will take them away from training for the duration of the assignment, but they will report in every month on their progress.

The manor progresses nicely, with most of the roof beams in place by now. Work on the interior has also begun, with the wall dividing your quarters off from the main room coming along well. You expect it will be ready for you next month.

Still no word on the arrival of an armorer, or silversmith, but your local metalworkers have started creating iron tools for your farmers. This has resulted in a nice increase in the quality of all your land's farms.

Your final large project for the month is the consolidation of the furnaces and forges near the barracks and armory. You believe this will allow for the protection of these vital assets, as well as increase the ease of interaction between smiths and soldiers.

A letter arrives from Marna, telling of a tournament the Duke is holding in July. She looks forward to seeing your presence there, and in her words, "her heart aches with a burning desire to bestow her favor upon you for the joust." You stare at the note, dumbfounded... you've never jousted a day in your life. What will you do to respond, and how will you spend June?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





Year 4, June

Dashing off a letter to Lady Marna, you inform her that you will be present for the tournament and look forward to fighting under her favor. Then, dashing over to your squire, you instruct him to set up a training field for jousting with a list and dummies. You also commission a few practice lances, and are about to purchase an iron shield when, fortuitiously, an armorer and a weaponsmith show up in your town, drawn by tales of unworked metal and military expansion.

Overjoyed by their arrival, you commission a set of brigandine armor for yourself, as well as an iron shield, and an iron lance. You talk with the woodworkers and have them fashion some practice lances as well. You realize that you'll need actual plate armor to joust, but you still work on your skills, on the off chance that you happen upon a set by the time of the tournament.

Even with Alan as your trainer, your skills fail to develop very quickly in the month of practice. This is so unlike anything you've done before, and it combines skills in a way that is quite foreign to you. Nevertheless, you are not completely hopeless anymore, and can occasionally get the lance pointed in the right direction without falling off your horse.

The manor is finished this month, at least the initial phases, and you give your old farmhouse over to an eager farmer. Your belongings are moved in, and you have the mighty stag's skull mounted over your hearth. Your felucca is another month closer to completion, and you instruct the clayworks to continue expanding. With the increased size and a few new apprentices, work is completed on paving all the streets in the town.

At the end of the month, you hear a report from the rangers, who have had zero luck in their task so far. No nibbles as mercenaries, no info on the wool merchant. Irlof approaches you one evening, and draws you aside. He explains that he knows a man, who goes by "The Rat," who may be worth contacting if you are interested in actually doing subterfuge well.

With that in your mind, as well as growing concern about the tournament, what instructions do you leave for July before heading to the tournament?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)





Year 4, July

Before you travel off, you set a few things in motion. You find a local woodworker and his apprentices, who have specialized in building furniture, and offer to build them a small workshop in exchange for furnishing your manor. They will get to work this month while you are gone.

You also find a tailor amongst the new imigrants in your town, and commission a proper wardrobe for yourself. You tell him that, if you are willing to build them a shop in your city.

Instructing the armorer and weaponsmith to take apprentices, you have them get to work on forging brigandine armor, iron helmets, and iron shields for your men, along with iron versions of the weapons they use. They will be working on this for the next few months.

Talking with the mechanics, you decide on an expansion to the mill to power a grindstone, allowing for more bread and baked goods to be produced. This will not take too long, and should be up and running on your return.

Irlof is instructed to reach out to The Rat through a third party, circumspectly asking him to look into the Count and his intentions towards you. Still no word from the Rangers.

With that set in motion, you take Alan and a few Archers and Axmen for guards and head off to the Duke's land and the tournament. When you arrive, you set up a tent, and get a feel for the tournament. There will be a melee, an archery competition, and of course, the joust.

You are informed by a page of the Duke's that he understands that not all of his vassals own their own plate armor, and there will be loaner sets available from his personal armory for those who are interested in jousting.

It is late in the afternoon, and the events don't start until tomorrow. What will you compete in, and would you like to do anything this evening?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)






Locate Marna naturally

If the order of the events is melee, archery and joust as written, hit them all. Fortune favors the brave. Otherwise, disastrous jousting might incapacitate us before we can redeem ourselves in the other events.

After confirming that the order of the events is in fact melee, archery, and then the joust, you put your name in for all three, deciding to throw caution to the wind on the final event.

You inquire about the melee, which you are told will be fought using blunted edged weapons, wooden shields and uniform leather armor for all participants. There may be up to 20 participants in a massive free for all.

You then seek out Lady Marna, who you are unable to locate for the moment. You do, however, run into Sir Percival, who is speaking with his squire in a tent near yours. He tells you that Sir Denton is attending but not participating, and tells you that he heard about your... situation with the Count. He claps you on the shoulder and tells you that he'll stand with you, as a friend, should anything come about.

You speak for a while, with him telling you about a leatherworks being built in his capital. You take your leave of him, and run into Lady Marna. You speak with her for several minutes, although you have to do so in the presence of her lady's maid, who casts a stern eye on you. She is clearly pleased to see you, and wishes you luck in the competitions.

She indicates the short green scarf tied to one of her wrists, and tells you she looks forward to bestowing her favor on you at the joust tomorrow. You agree that you are eager to show your skills for her, although you are relatively new to the joust.

Her lady's maid then stewards her away, glaring over her shoulder at you as she goes. Lady Marna turns and blows a kiss in your direction, and then turns a corner and is gone.

You return to your tent that evening, where Alan is adjusting straps on the plate mail that you will be wearing for the joust.

***

Morning comes. Any last plans before the events start?


Eat a light breakfast. A full stomach is a warriors bane. Stretch. Warm up. Mentally prepare.

perhaps at some point in time we should take a moment to speak with Alan, hes been a good to us, teaching us without asking anything in return. surely he doesn't plan to be a squire for the rest of his life, we should get to know his hopes and dreams. and maybe even help him achieve them as a thank you for all hes done for us.

You wake up and have a light breakfast, stretching and doing some light calisthenics to warm up. While you do so, you have a chat with Alan, asking him what he wishes to accomplish in his life.

He tells you that he has come to love your land, and the people who live there, and he would one day aspire to lead your men on the field of battle as a full Knight. While he still has several years of training ahead of him, he would like to become more involved with the militia, if he has your blessing. Much further down the road, he would like to marry and have a small manor of his own, but he is still quite young and those are distant dreams.

You tell him you will do your best to help him reach his goals, and then go about dressing for the melee.

***

You swing the blunted sword in your hand, eyeing the other 19 opponents that stand in the ring with you. You see Lady Marna in the stands, eying you with an almost predatory stare. You salute her, and she smiles broadly at you. Elsewhere, you see Count Foles, lounging back while tipping a goblet of red wine into his gullet, speaking with two other older men who are similarly garbed. You believe these may be the other Counts, vassals of the Duke.

The Duke stands up from his chair, and tells the competitors of the melee to ready themselves. You hoist the wooden shield, preparing yourself. At a shout from the Duke, the melee begins.

You spin to your right, smashing your sword down on an unsuspecting opponent. He drops, clutching his shoulder, and yields to you, limping off the field. The clash of battle surrounds you. The first minute is fierce, and you expertly fend off a second opponent, sweeping his legs out from under him and rapping him over the head with the flat of your blade, knocking him out. A third foe approaches from behind, but you hear his footfalls and duck his blow, cracking his ribs with a vicious upward strike. He drops to his knees, yelling his yield.

The battle has slowed, with four other fighters remaining. Two of them turn on you at once, driving you back an slamming blow after blow into your shield. You struggle to fight them off, taking a few errant blows which you know will bruise. With your attention drawn by the other two, you fail to realize when a third opponent comes up behind you, striking you harshly on the back of your knee and dropping you to the ground. You have no choice but to yield as blows begin to rain down on you.

As you leave the field, you see Sir Percival on the sidelines, who congratulates you on your performance through a bloodied nose. The winner is, apparently, a Count by the name of Gorgan whom you have not met yet. He is young and quite strong looking. Sir Percival tells you he is one of the finest fighters in the land.

Lady Marna approaches you, and throws her arms around you, telling you how bravely you fought and how terrifying it was to watch you struck down like that. She sneaks a small kiss onto your cheek before her lady's maid catches up and she releases you. Your injuries seem distant now, and you smile at your good fortune.

***

The archery contest goes quickly, and you comport yourself quite well, coming in third place. You are catching the notice of the Duke, who compliments your martial skills. A break is held for lunch, and then you return to prepare for the joust.

When you come into your tent, you see Alan has already returned and is reading a note. He hands it to you and then goes outside. It reads:

Count Foles is out for your life. Check your equipment for the joust.

In the corner is a crude drawing of a rat. Alan returns and tells you that several of the straps were nicked on your saddle. He eyes the letter, and tells you that he will ask around the camp for another saddle.

What would you like to do? The joust is rapidly approaching.


hmmm... can we be sensible and abstain from the joust?

Whats this talk of not jousting? We have a lady to impress, honor to uphold! for the sake of the rule of cool we MUST JOUST!

I don't get why you joined the joust at all. We have speant a month training for an event that nobles spend most of their life preparing for. Jousting is a very dangerous thing even for experienced knights, for a newbie like us it would be suicide. Abstain while we have the chance.

The goal is to weather a few passes of the lance for honor's sake, not win.

We're new enough to nobility that every action we make in society will effect our reputation.

Precisely--especially if we are failing to do something we're expected to do.

It appears decided... the final tally 5 Aye to 3 Nay. And so for better or worse we ride. For Glory, for the honor of our lands and the favor of our dear beloved Marna we ride! God willing and by the holy favor of providence we shall triumph over the wicked and deceitful and emerge Victorious!

FOR GLORY MY BROTHERS!
FOR HONOR!
FOR LORDSHIP


we should probably see a priest before the event starts...


I pray the GM and RNG gods will be kind today.

Hail, Maldevious, full of wit.
The dice are with thee.
Blessed art thou amongst gamemasters,
and blessed is the fruit of thy mind, Lordship.
Pray for us roleplayers,
and forgive our anachronisms,
now and at the hour of our death.
Amen.


I just thought I'd take this opportunity to thank all of you fantastic players that make this game such fun to run... and now, to the joust...

After a few moments of indecision, where you weigh the pros and cons of competing despite the danger and your inexperience, you decide that you need to joust. You are a Knight now, and you must accept that there are certain expectations of you now.

You take a moment to write a note to the Duke, telling him of the situation with your saddle and indicating that you have a strong suspicion of who may be behind it. You don't specifically implicate the Count in writing, but you expect that your message will be received.

Alan returns a few moments later, with a fresh saddle in hand. He spends the next few minutes helping you put your armor on, and you make your way to the list. You stand by as the rules are read. Points will be awarded for broken lances, five passes total. Falling from your horse is an automatic defeat. There are 16 Knights competing, including Sir Denton, Sir Percival, Sir Lope (the Count's Marshal), and Sir Melvin, Lady Marna's brother.

Your first draw is against an unassuming young Knight whom you have not met before. After watching a few matches before you, including Sir Percival (who unseats his opponent on the third pass) You head to your horse, and find Lady Marna waiting there for you. She wishes you luck, and ties her scarf around your lance arm. You mount up with the help of Alan, and soon find yourself staring down your opponent at the other end of the list.

After a tense few moments, a shout goes up from the crowd, and you charge forward. You manage to aim your lance well, and you strike lands on your opponent's shield. It glances off, however, and fails to break. His blow misses you entirely.

You turn and charge again, once again managing to bring your lance around. You are suprised to feel the impact, and your lance shatters magnificently. Once again, you opponent misses.

Grabbing a new lance, you make the third turn. You begin to bear down, but suddenly you feel yourself thrown back into the air. Your horse, catching sight of something in the crowd, spooks and rears up, its lack of training as a beast of war apparent. Through a feat of incredible riding, you manage to hold on, but your opponent fails to pull his lance up in time.

You feel a shock as the lance catches your horse on its unarmored flank, as it turned while rearing. Thankfully, he manages to turn his lance so that it doesn't impale your mount, but it smacks against his side painfully, causing the horse to rear again. You hold on again, and walk to the end of the list. Alan examines the horse, and finds a small cut and a nasty growing bruise where the hunter was struck.

As you prepare to forfeit the match, Sir Melvin approaches, offering you the use of his spare mount. You gratefully take him up on his offer, and soon find yourself riding again.

You bear down again, but your fourth pass misses horribly. Your opponent strikes true this time, and you feel yourself rock back in your saddle.You manage to grip with your knees, despite your lack of balance, but you feel the opponent's lance splinter.

Now tied, going into the fifth tilt, you focus as sweat drops down your brow. Once again, you charge, and once again your opponent is square on. You fail to get your lance around, and you get throttled back and off the saddle. You hang in the air for a split second, and then slam onto the ground.

The cheers of the crowd slowly wash over you. You may not have won, but you didn't embarrass yourself, and you haven't been horribly injured. You are helped up, and are given a polite smattering of applause from the gathered crowd. Sir Melvin, Sir Percival, and Sir Denton clap you on the back, and Lady Marna is waiting for you, smiling and beaming at you.

With the events over, all that remains is the feast this evening. Any special plans for it?


Surround yourself with friends. Do not order anything special. Avoid served drinks.

Let's talk to other knights at the tourney beyond our cozy little circle. We need to introduce our self to a wider network of knights and nobles.

I agree that we should mingle with the lords here. try to get a feel for alliances. how many friends does count Foles actually have? maybe Marna can help us with mingling and introducing us?

You watch the rest of the joust, and a Knight whose name you don't know ends up winning. Sir Percival tells you that he is a renowned jouster by the name of Sir Ivanson.

You spend the evening mingling with the Knights and Counts at the feast, with Lady Marna showing you around and introducing you. Many congratulate you on your skills in the melee and the archery competition, while a few give you a hard time about the lack of training your mount demonstrated.

Avoiding any drink you don't see poured yourself, and eating sparsely from plates that others are eating from, you feel a bit paranoid, but given the events of the day, you feel justified. Sir Melvin notices your reticence, and you take him aside and explain the circumstances you face. He understands, and spends the rest of the night at your side.

The feast goes without issue, and you meet the other Counts and spend a few minutes with the Duke. He tells you to watch your back, and keep an eye open. He has heard that your manor has been built, and he suspsects moving out of a rickety farmhouse will make you a less appealing target.

He also pulls you aside and tells you that he has reconsidered his opposition to you and Marna's relationship progressing. He has seen the way she looks at you, and he would be a fool to keep you two apart. You have his blessing to propose marriage, if that is what you desire, and you may also invite her to your lands.

In the morning, you head to Lady Marna to bid her farewell. She comes out and presents you with a long bundle, and tells you to open it. You do so, and pull out a fine longsword. It is longer and a bit heavier than the militia-style sword you are used to, but it is a much nicer weapon. You are overwhelmed, and promise to return her gift in kind when she visits you next. She tells you that she will pay your lands a visit again in September, and looks forward to seeing you then.

With that, you leave. You now know a few more Counts and Knights, and have a fine new sword. What will you do in August?




Year 4, August

When you return to Feroshire, you find that a group of forty migrants has arrived during your absence. Irlof and Dent have gone about settling them in, and they seem to be fitting in well. They are self sufficient, and amongst their number are a fair amount of skilled jewelers. They were fleeing the heavy hand of a distant Lord, and heard tales of your kindness from a passing merchant.

With your eyes opened by your lack of skill in jousting at the tournament, you decide to shift your focus for a bit. You formally establish a town council composed of Dent as Mayor, Irlof as Treasurer, with Stumpf and Wood also on the Council. You emphasize that the mine and continued town development are important goals, and tell them to meet with the taxpaying citizens at least once a month.

For a gift for Marna's visit, you commission a fine silver wristband, engraved on it is the image of a falcon in silver, his wings deployed, holding a gold circle in his talons. You also ask Stumpf about gems, and he supplies several nice rubies and sapphires to be fitted on it. You send it off to a fine silversmith, and expect it to return at the end of the month, where your new skilled jewelers will set the gems.

With those things set, you turn your mind to training. You order the masons to carve stone weights of various sizes, and build up our strength. You see great gains, with your diet of fish three times a day and a hearty glass of milk with each meal. You work with Fin as your trainer, and also work on your skills: jousting, shield skills, riding, and all your martial skills. You see some improvement in all of these, due to your recent experience and dedication.

You recall your Rangers from the field, as they are not really getting anywhere, and set them back to training. Your green troops, inspired by your training, dedicate themselves to training and become regular troops.

You approach Irlof to set up a meeting with The Rat, and he goes about arranging it. You arrive in cognito at a small tavern in Carshire, and a cloaked figure soon joins you. He keeps his hood up, but you can see he is quite nondescript looking.

He opens up without preamble. "I understand you are interested in retaining my services in a more permanent manner." You explain that you have ambitions for the top, and he nods his head. "This, I can see. You are a fine steward of your land, and if you can marry the Lady Marna... however, there is still the matter of your liege lord wanting you dead...

"Your bumbling Rangers, along with my warning about the saddle, have scared off the Count for the time being. I will keep an eye out for any further attempts on your life, but I believe for the moment, your best bet would be to move forward with the marriage and get yourself some political cover. The Count is a weak man, and weak men fear power.."

He tells you that, for the time being, he will consult with you on matters of subterfuge, as he likes the cut of your jib. He doesn't want to tip his hand by moving into your town yet, but it could be discussed at some point in the future. As far as training your men, he smiles, and politely declines. "No sense muddying the waters with a bunch of poorly trained spies."

With that, your meeting concludes. What are your plans for September, and Marna's visit?

Spoiler: "Sir Samuel Stone" (click to show/hide)



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

Spoiler: "Nearby" (click to show/hide)




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