Should I keep using the Skimish Mechanics?

  • Yes

    Votes: 0 0.0%
  • No, just roll for Martial instead

    Votes: 4 36.4%
  • Let the players decide on a Case-by-Case basis

    Votes: 7 63.6%

  • Total voters
    11
  • Poll closed .
Summer 10th year 3rd generation 5th comming
Well, that situation with that Beth fellow was a bit of a screw up! Now you may or may not have to deal with a pissed offf Paladin in the near future. Other than the danger of a potential invasion, everyhing else is going well so far. The smokeneedle let out small ammounts of smoke, ash and lava every now and then, but nothing major like what led you to become the local leader.

The Interlude had the following outcome: You failed to improve your intrigue and gained your first point of Infamy.

Diplomacy (pick 2)
[]Attract immigrants
Additional labour is always welcome. Maybe someone might be convinced to come to live here.
(increases population, chance to attract specialists or produce a hero unit)
[]Send envoys
-[]Write-in target (feel free to make up new settlements or nomad clans)
It might be a good idea to make some friends outside of Rookvalle. A small delegation bringing gifts should do the trick.
(DC varies, cost: 1 econ, improves realtions with target, can be taken multiple times for different targets)
[]Send a trade caravan
-[]Write in what to trade for and what to offer (remember: 1 econ = 1000 Oaks = roughly 5000$)
Merkton is the nearest commercial hub in the area. Sending a few wagons there to trade might be a good way to aquire some additional wealth and usefull goods.
(cost: varies, aquire usefull goods and/or temorary econ, better rolls mean better prices and availability of certain goods)
[]Keep the peace: diplomatic option
Discourage your people from causing trouble to each other with some speeches about the importance of community
(DC 70, improves Order)
(positive order)

Martial (pick 2)
[]Train troops
-[]Write-in which ones. (Only one elegeble unit)
The troops could always use some extra drills to bring them up to speed
(DC 20, troops gain experience)
[]Enforce order
Military patrols should catch or at least discourage some criminal or rebellious elements
(DC 50, improves order, chance of looking tyrannical if order is too high)
[]Send out a raiding party
-[]Write-in: troop composition and target (feel free to make up new settlements or nomad clans)
It's not verry neighbourly, but your village might need the stuff the neighbours have more then it needs them
(DC varies, pisses off target neighbour and their allies, gain Infamy, loot and troop XP)
[]Hunt the Sparrow-King
-[]Write-in: troop composition
Now that you found the Sparrow-King's hideout, it's ime to put an and to his activities.
(triggers a mid-turn event chain, personal attention strongly recomended)
[]Expand defences (can be taken multiple times for different options)
You now have actuall walls, but there are always additional ways of defending a settlement.
-[]A moat
A tried and tested method of slowing down enemies, not verry good against modern equipent though.
(cost: 2 econ, improves defensiveness against primitive attackers)
-[]Watchtowers
It's a good idea to have the means of spotting approaching hostiles early. Forewarned is forearmed, as the saying goes.
(cost: 4 eccon, small boost to defence and better information about attacking enemies)
-[]Turrets
Putting some repeating Ballistas on top of the Wall would give you more firepower against attackers. Not the cheapes option, but rather effective
(cost: 7 eccon, pretty much self-expanatory)
-[]Write-in
Maybe something completly different?
(cost: QM decision, improves defences?)
[]Recruit more troops
-[]Write in numbers and equipment
--[]As full-time soldiers
--[]As milita (take up less military capacity but have their XP level capped at veteran and don't like to leave the village)
Now that you have the space to house and train more soldiers, you can finally expand your military.
(creates a new military unit)

Stewardship (pick 2)
[]Build more housing
It might be a good idea to future-proof the housing situation.
(cost: 1 econ, increases population capacity)
[]Expand Farms
One can never have too much food production.
(cost: 1 econ, increases food production and econ, won't apply until winter)
[]Expand Ranch
Expanding the pastures would be another way to keep the population fed.
(cost: 1 econ, increases food production and econ, won't apply until winter)
[]Expand Granaries
Your current granaries wouldn't be able to hande a particularly bountifull harvest, maybe you should change that.
(cost: 1 econ, increases food storage capacity)
[]Expand Workshops
It might be a good idea to look into further developing the local crafts.
(cost: 1 econ, improves econ and production capabilities)
[]Build roads pt2
You have enough of seeing carts getting stuck in mud right in the middle of the village. It will take a lot of time, but paving Rookvalle's streets and building a road to Merkton should remedie the problem.
(cost: 3 econ, reduces the impact of weather on transportation, this will take mutiple turns to completion)
[]Keep the peace: administrative option
By holding something resembling of criminal tials you should be able to keep the peace
(DC 60, improves order)
(positive order)

Intrigue (pick 2)
[]Send out scouts
-[]Write-in: troop composition and target (a target is optional, feel free to make up new settlements)
Know thy enemy, or friend, or whaterver there is around here.
(DC varies, gain intel on the target or the general surroundings, chance of proviking miltary action against you if noticed)
[]Send out spies
-[]Write in target (feel free to make up new settlements)
Sometimes you need to be a bit more subtle than a couple of soldiers creeping around.
(DC varies, estabishes a spy network in the target area, chance of diplomatic problems if caught)
[]Keep the peace: Covert option
Use your domestic network to weed out troublemakers before they have a chance to cause trouble.
(DC 50, improves order, chance of looking tryannical on failure)

Learning (pick 2)
[]Research
-[]Write in. (subject to QM veto)
Let's do some SCIENCE!
(DC varies, unlocks new stuff, can be chosen mutilple times for different projects)
[]Improve Laboratory
Elwyn's laboratory could always use some additional equipment and meterials to further expand it's capabilities
(cost: 8 econ, improves laboratory and relations to Elwyn, allows production of Alchemist's Silver if you have a mine)
[]Improve school
A better school means more people get to learn new things. And more education is a good thing, right?
(cost: 1 eccon, improves education gains)

Lore (pick 2)
[]research local magic
The locals have a few magical traditions. Time to find out more about them
(DC 60, reveals additional information and makes it possible to learn the local magic)
(you annoyed the village elders and will have to wait until they calm down)
[]Build a shrine
-[]Write-in which religion
Building a place of worship can improve the people's mood, attract more travelers or influence the local beliefs.
(cost: 1 econ, shrines of already present religions improve mood, other shrines attarct followers but reduce the local mood if the domestic religions are neglected, can be taken multiple times for different religions)
[]Build a temple
-[]Write-in religion (requires shrine and followers of the religion to be present)
While a shrine may be enough for some, others would prefer a full temple with priests and everything else.
(cost: varies, upgrades a shrine to a full temple that provides additoinal bonuses, more funds used for the construction mean more potential benefits)

Personal (pick 1)
[]oversee project
Some personal attention could make a project go smoother. Just make sure that you know what you're doing.
(modyfies DC based on your stats, allows unsing skirmish mechanics if applied to a military expedition)
[]train
-[]what?
You skills can always use some improvement
(DC varies, chance of stat improvents of trait gains)

Free Actions (optional)
[]Invest your money
You still have all that siver from Gaik's bounty lying around. Might as well use it to fund the village.
(cost: 1000 Oaks for each point of temporary econ for this Season)
[]Alter your soldier's equipment
-[]write in unit and changes made
Now that you have access to a steady supply of weapons, you can afford to make changes to your soldier's gear. Just be ready to take into account that they may need additional training to familiarize themselves with their new equipment.
(makes changes to chosen unit's the equipment, warning: altering their troop type or dramatically changing their weaponry results in loss of XP)
[]Establish production
-[]Write in
The Workshops provide space and manpower to allow manufacturing of goods. All that's left is choosing what to produce.
(Establishes production of a new good)
(requires a free production slot)
[]Socialize
You could take some time to just hang out with someone.
(cost: write an omake describing the interaction, good omakes are rewarded and omakes that make it into cannon are rewarded even more. Just write some omakes already!)


Hero Units
You can ask your lieutenats to oversee one of the Seasons projects, allowing you to take advantage of their expertese or see if they have any ideas of their own. You could also leave them to do their own thing, It could turn out to be beneficial.

Edelbert
[]Support Project
-[]which one?
[]A joint project (Stewardship)
Edelbert suggested to try convincing the merchants in Merkton to contribute to the construction of the road between the two settlements.
(DC ??, the road to Merkton is completed faster)

Elwyn
[]Support Project
-[]which one?
[]Applied Thaumaturgy (Learning and Lore)
-[]A supply of Alchemical Medicine (Helps with wounds or illness, possible side-effects)
-[]A supply of Alchemical enhancers (performance-enhancing drugs, potentially addictive)
-[]A small supply of -insert effect here- Talismans (Disposable method of producing spell-like effects, potentially dangerous to make)
-[]A -insert effect here- Focus (Recargeable method of producing spell-like effects, dangerous to make)
-[]A simple -insert effect here- Artifact (Permanent passive effect, requires a suitable object and dangerous to make)
-[]A small number of Simple Golems (magic-powered robots, clumsy, stupid and not verry durable)
-[]A Golem (A better version of the Simple Golem, potentially dangerous)
-[]A simple piece of arcane machinery (The really cool stuff, can be chosen as part of the Improve Laboratory action instead if the machinery in question counts as lab equipment, rather dangerous to make)
-[]Write-in (subject to QM veto. Please ask first if your idea fits into the lore and if could be done with the availabele equipment)
With his laboratory, Elwyn can practice his craft as an Alchemist and Thaumaturge. Maybe you could ask him to make use of his skills to craft something for you.
(DC varies, cost: varies, creates a usefull alchemical preparation, magical item or enchants one of your suitable personal assets, risk of taint-related shenanigans and other "fun" stuff)

I now added a couple of examples to the Applied Thaumaturgy action to give you an idea of what it can do.
 
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Awesome to have this back! I'll work on a plan today. It looks like the military usage count on the front page might be off it lists 22 when I think it should be more like 42 (not sure how much of a reduction militia gives us)
 
Militia takes up only 50% of the capacity a regular unit would, however they get penalties when used offensively and have lower XP cap.
 
[X] Sparrow Fall: Dark Horizon
Diplomatic
[X]Attract immigrants x2
Additional labor is always welcome. Maybe someone might be convinced to come to live here.
(increases population, chance to attract specialists or produce a hero unit)
Martial
[X]Hunt the Sparrow-King
-[X] 10 Rookvalle Scouts, 10 Raka Scouts
[X]Expand defenses (can be taken multiple times for different options)
You now have actual walls, but there are always additional ways of defending a settlement.
-[X]Watchtowers
It's a good idea to have the means of spotting approaching hostiles early. Forewarned is forearmed, as the saying goes.
(cost: 4 econ, small boost to defense and better information about attacking enemies)
Stewardship
[X]Build more housing
It might be a good idea to future-proof the housing situation.
(cost: 1 econ, increases population capacity)
[X]Expand Farms
One can never have too much food production.
(cost: 1 econ, increases food production and econ, won't apply until winter)
Intrigue
[X]Send out spies x2
-[X] South to investigate the Paladin
Learning
[X]Improve Laboratory
Elwyn's laboratory could always use some additional equipment and materials to further expand it's capabilities
(cost: 8 econ, improves laboratory and relations to Elwyn, allows production of Alchemist's Silver if you have a mine)
[X]Improve school
A better school means more people get to learn new things. And more education is a good thing, right?
(cost: 1 econ, improves education gains)
Lore
[X] Codify local festivals
Create set dates and subsidize festivities
Coreau
[X]oversee project
Some personal attention could make a project go smoother. Just make sure that you know what you're doing.
(modifies DC based on your stats, allows using skirmish mechanics if applied to a military expedition)
-[X] Hunt the Sparrow-King

Free Actions (optional)
[]Alter your soldier's equipment
-[]Give Rookvalle scouts etios muskets, Give Raka scouts each a pistol

Edelbert
[X]Support Project
-[X] Attract immigrants

Elwyn
[X]Support Project
-[X] Codify local festivals

So this will hopefully be the end of the Sparrow. We will hopefully grow considerably this round and get a better handle on the paladin situation. I don't know what the cost on the festival action would be but the rest should be 15 econ leaving us a solid amount of wiggle room.

Honestly founding a university could be a cool goal.
 
works for me
[X] Sparrow Fall: Dark Horizon
 
Give Rookvalle scouts etios muskets
To clarify: Are you refering the domestically produced improved muskets or the ones currently used by the Raka Scouts? Both are still drilled-barreled flintlocks, but there is a (flavor) difference. Kinda like between champagne and generic sparkling wine.
 
To clarify: Are you refering the domestically produced improved muskets or the ones currently used by the Raka Scouts? Both are still drilled-barreled flintlocks, but there is a (flavor) difference. Kinda like between champagne and generic sparkling wine.

I meant the improved muskets in that case!
 
I have exams coming up next month and I'm currently suffering from a really bad streak of writer's block, so I doubt I'll be able to post any new updates until then.
This means that this quest is going on hiatus until march. Sorry for the inconvinience!
 
I have exams coming up next month and I'm currently suffering from a really bad streak of writer's block, so I doubt I'll be able to post any new updates until then.
This means that this quest is going on hiatus until march. Sorry for the inconvinience!
It's okay, man. We'll use that time to come up with a proper plan for you to write about.
 
I'm finaly back! You can expect a proper update within the next couple of days.
 
Lore: Noble titles you might encounter
As promised, I'm going to explain what a Paladin is, as well as giving you an overview of what other noble titles exist within the Emipre and in Alba. (As those two countries are the most likely origin of any noble you might encounter.)

The Empire
  • Knights: Knights are the lowest form of titular nobility and a concept that was largely imported from Alba. Knights come both in a landed and non-landed variety, with landed knights usually being a bit higher up the foodchain due to their right to maintain a military force that is unique amongst the lower nobility. Their status is not inheritable and any owned land reerts to their liege after the Knight's death. Knighthood is usually awarded as a reward for some sort of exceptional deed.
  • Edelleute: An umbrella term for lower nobility with inheritable rank, the exact teminology for a given Edelman or Edelwoman varies based on region and exact role. Just like the Knight, they come in both landed and unlanded variaties and both can be given out to as rewards by a higher noble. According to tradition, a newly minted Edler is entitled to either a hereditary position at their new liege's court or enough land to build and run a small estate. A relatively recent trend amongst more savy landed Edelleute is to use their land for some sort of buisness, like a manufactory, instead of living on it.
  • Barons: The title of Baron started out as administrators apointed to asissit a Cheftain with managing their terretory. Whith the spread of feudalism, the position evolved into a heredetry title. The administative roots of the position are still apparent in the assocated rights and duties of a Baron, as they have the right to collect taxes form the people living on their land. However, like the rest of the lower nobility, Barons are not allowed to have their own military.
  • Freiherr/Freifrau: The titles of Freiherr or Freifrau are reserved for those in a non-hereditary position that would be conmparable to that of a Baron, like the mayor of a City that isn't ruled by a noble. While technically not a part of the nobility, due to the influence associated with their status, they are still treated similarly to Edelleute.
In addition, there are the non-titular lower nobles. The exact treminology once again varies from region to region, but they all share the characteristic that they are legaly considered nobility but don't posess any titles of their own. This status is usually achieved by virtue of being related to someone with a noble title.
  • Counts: The title of Count evolved form the position of a tribal Chieftain from Sigurd's time. With that, a Count has pretty much the same rights as an indipendent ruler, like collecting taxes, minting currency and maintaining a military.
  • Vicount: Relatives of higher nobility that don't have title of their own automatically recieve the title of Vicount.
  • Count-Elector: A number of counts that don't qualify for the title of Duke/King were awarded the special title of Count-Elector that gives them equivalent privileges due to their decent from certain important historical figgures.
  • Majster: A Majster is to the higher nobility what a Freiherr is to the lower. The most prominent examples were the various leaders of the Etian city states when they were still a part of the Empire.
  • Kings: Historicaly, a King was a Chieftain that managed to unite mutiple tribes under their rule. The only difference to a Count is the aditional right to award city rights and a seat on the imperial council. Within the context of the Empire, the titles of King and Duke are more or less interchangable, as the only reason that some still bear that title is that historicaly they weren't a part of the Forest League or founding members of the Empire.
  • Dukes: The title of Duke was initially created to diferantiate between an indipendent King and a lord of equivalent influence that was the vasall of another. Otherwise, there are no substential differences, especiallly within the context of the Empire.
  • Emperor: The Emperor is elected for life by the Imperial Council and serves as a figgurehead representative in external affairs and a mediator in internal ones. It is generaly expected for a newly elected Emperor to abdicate their other titles to avoid a conflict of interest, however that doesn't always happen.
All nobles have in common, that they have the rigt to bear a personal coat-of-arms, are allways allowed to carry a weapon without exceptions, have the right to demand statifsction from a fellow noble in the form of a duel and in the case of legal troubles are entitled to be judged by ther liege rather than the local authorities.
Higher nobility (vicount and above) additionaly have the right to own Gold as a symbol of their status, the authority to administer justice and are entitled to have their grievances heared by the Emperor.
It's important to note that Imperial law forces all Lords to handle the line of sucession via the Gavelkind inheritance.

Alba
While the Terminology is somewhat different, Alba follows the same bacic structure when itcomes to noble titles. The exceptions being the nonexistance of the titles of Freiherr and Majster, the rarity of commoners being awarded a noble title, and the King's position as the highest autority in the country and the only one with the right to maintain a standing army. In addition, there are several titles unique to Alba.
  • Marquis: An Earl (Count) or in some cases a Duke who's holdings border either untamed wilderness of a hostile country. In adition to their ususal privileges, a Marquis has controll over a portion of the Royal Army that is sationed in their lands amd tasked with defending the borders of the Kingdom.
  • Paladin: The unlanded and non-heritable equivalent to a Marquis. They lead garrisons of the royal army stationed in lands directly under royal controll or military expeditions on behalf of the crown. It is not uncommon for a Paladin to act without the crowns saction, which is often overlooked if their actions end up benefiting the King.
  • Lord-Druid: A priest tasked with overseeing land that is deemed sacred. They have the right to conscript people from neigbouring lands to tend to or defend the sacred place.
In yet another contrast to the Empire, Alban nobles can choose how to disribute the inheritance between their sons based on how worthy they are deemed to carry on their ancestor's legacy.
 
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I'm impressed that you made things realistically inconsistent.
 
I just noticed that I made a few mistakes with the lore post, such as forgetting a few more titles, the general preks that come with being a lower/higher noble and a few more differences that Alba has. I'll fix them once I return home, as tying to do so on my phone would only lead to an even bigger mess.
 
Interlude: Cliping the Sparrow's Wings pt1
A group of twenty armed people isn't verry easy to conceal, at least given the terrain and the fact that half of said group doesn't have any real experience with that kind of things. Still, you are reasonably sure that you successfully fooled any potential enemy or scouts about the destination of your expedition.
The trek through the wilderness takes a couple of days, until you arrive at the hideout, the crumbling ruins of an ancient half-finished watchtower, a relic of Stykar Bloodshirt's attempt to establish a presence in the Northern Wilds that had to be abandoned due to his constant wars against Alba. The ruin is remarkably well preserved for it's seven ceturies of age and shows signs of several improvised yet effective repairs done by the current inhabitants. While this is probably not enough to hold off your forces, your endeavor might be slightly more complicated that aticipated.

What is you plan?
[]Surround the tower as best as you can and demand a surrender.
You don't have enough men for a full encirclement, but you can still cutt off the most obvious avenues of escape and hpefully indimidate them into surrenering.
[]Storm the hideout
The fortificationprovided by the ruin is rather limited, so you could just try to storm their camp.
[]Write-in

Use skirmish mechanics?
[]Yes
[]No
 
[X]Storm the hideout
take em by surprise
[X] No
 
Interlude: Cliping the Sparrow's Wings pt2


The surrounding terrain provides plenty of tall grass and shrubbery to get relatively close to the ruin without being spotted, so the brigands guarding their hideout are taken by suprise. However that doesn't prevent them form putting up a fierce resistance and just when your men get int position for a concentrated musket volley, the thunder of a cannon rings out and a wave of shrapnell sweeps through your ranks, a few fragments painfully embedding themselves in your left wing.

Despite this, you push on and soon all enemies outside the tower are cut down by your bullets, the cannon never gets another chance to fire.
You are about to make preparations for entering the tower, when the makeshift door opens and a burly boreal exiths carrying a chair with a human on it and it down in front of you. The aging man in the char is missing one of his legs and is otherwise heavilly scarred. "So, you're that crow that has my lads shaking in their boots? I was expecting someone a bit more imposing." His voice is firm and raspy and his short chuckle quickly tuns into a cough. "Anyways, I guess I'm now your prisoner. So, are you going to finish what that bastard Garik started at Dragebruk? Leave an old cripple to rot in a cell? Or do you have something else in mind?"


rookvalle scouts gain 40 XP

raka scouts gain 21 XP

Resuts: Your military took heavy casaulties (2 Raka Scouts and 4 Rookvale Scouts KIA, everyone else WIA including Correau)

What are you going to do?
[]Write in

24 hour moratorium on voting to discuss the course of action.
 
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