[X] Ask the Guards to follow you and your forces. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within might wreak...
[X] Ask the Guards to follow you and your forces. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within might wreak...
I forget but are the war ascension purchases permanent boosts or temporary?
[X] Ask the Guards to follow you and your forces.
[X] Feysac has proven that he has access to the Mechanicus' intel even without direct conversation and would be a rather excellent source for managing your next plan.
- [X] Using Feysac's guidance seek out any lone group of Town Guard and draw them into your own forces as you proceed to calm the remaining unrest in the area.
[X] Ask the Guards to follow you and your forces.
[X] Feysac has proven that he has access to the Mechanicus' intel even without direct conversation and would be a rather excellent source for managing your next plan.
- [X] Using Feysac's guidance seek out any lone group of Town Guard and draw them into your own forces as you proceed to calm the remaining unrest in the area.
[X] Order them to begin sweeping the area to direct all possible citizens towards the Temple. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within might wreak...
[X] Order them to begin sweeping the area to direct all possible citizens towards the Temple. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within migh
[X] Order them to begin sweeping the area to direct all possible citizens towards the Temple. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within might wreak...
[X] Ask the Guards to follow you and your forces. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within might wreak...
[X] Ask the Guards to follow you and your forces. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within might wreak...
[X] Ask the Guards to follow you and your forces. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within might wreak...
Alright, we got the dudes, now lets stem the rout before the slaughter
[X] Ask the Guards to follow you and your forces. [X] From what you remember the largest portion of Nortrain's citizenry are fleeing towards the main road leading towards the Governor's Keep, it's a few roads over and should be easily reachable if you head straight there. Though whether you can calm such a tide of people is a bit of a gamble, but... if you don't try then it's hard telling how much damage the Fourth Generation scattered within might wreak...
"We're moving to the main road, most of those panicking are trying to head towards the Keep along it. We need to calm them before the Brood sneak too many of their own inside with the crowds."
B-Three gives you the faintest of nods before heading to inform the rest, the base of his spear scrapping across the ground as his augmented form does what you believe is a precise one hundred and eighty degree turn. Moving your attention to the town guard's leader, you motion one hand to the rest of her soldiers,
Roll: 71 + 15 (Renewed Trust in the White Flame) + 5 (Ruler's Air) = 91
"You heard what I'm planning. I would be grateful for any support you could offer, though it would be understandable if yo-"
Before you can even finish asking your intended question the Guard leader cuts you off as she twists around to shout,
"Finish resting and checking over your gear, we're following the White Flame from here on out!"
Spinning back towards you the woman grips her spear tightly in hand as she dips her head in your direction, you don't fail to notice the look of expectation carved onto her face which would have sent pangs of anxiety flashing through you if it weren't for the situation. Her words are enthusiastic if remarkably steady given the situation,
"As the Officer of Unit Thirteen I, Lily Buren, would be honored to assist the White Flame."
Having said that, Lily hurries off to gather up her soldiers even as the servitors you were granted command of sweep across the small skirmish as they administer additional bone crushing strikes of their own to each of the downed Primacii leading two to spasm on the ground in a harmless attempt to kill their new attackers. You make a note of the twisted humans' abnormal vitality as you step over to Feysac who seems to have finished whatever internal discussion he had been wrapped up in, the tattered remnants of his red robes clinging loosely to his over-sized frame all the more obvious in the light of Nortrain itself.
"I have already worked out a path that should allow us to cut off at least forty percent of the groups heading for the Governor's Keep, the rest are beyond our ability to reach in time. Picking out the Brood hidden within will be a far more difficult challenge, the auspexes scattered around the rest of the city are too limited in number and accuracy for me to get enough data to identify any other than the most obvious ones."
You snort in response as the self proclaimed traitor starts walking alongside you, the Skitarii and Servitors ushering the town guard into their ranks as they start to follow Feysac's directions, the disparity of their equipment prickling at a part of your mind that longs to poke fun at it all.
"We'll have to make do then. I have a solution in mind, though whether it actually works or not is the question."
You both fall silent at that, your legs picking up their pace as you break into a sprint which causes your entire body to flare up in a pain that is slowly suppressed. For once you feel thankful for the cold apathy the System imposed on you...
??? Roll: 62, Pass
???
Encounter Roll: 59 Arrival Roll: 15
Nothing, positive or negative, slows down your movement. You arrive at one of the main roads just in time to find a large crowd of people charging down the street in an absolute panic as they are chased by a small horde of Genestealer Acolytes.
Your Sense Roll: 44 + 3 (Heightened Senses) = 47 vs 99 + 10 (???) = 109 Feysac Sense Roll: 73 + 10 (Previous Intel) + 10 (???) = 93 vs 73 + 10 (???) = 83
Between you and Feysac you manage to identify over ten Fourth Generation have hidden themselves within the crowd.
Every second seems to drag as you run through one side street or alley after another, head constantly twisting about as you ply at your superior senses in an attempt to spot any ambush the Genestealers may have waiting for you only to find nothing. All that you hear is the distant sound of battle, all you can smell is your own sweat and slowly dwindling smoke that has drifted over from the Keep, and all you see are abandoned houses whose occupants either long fled or now hide somewhere inside. In spite of, or perhaps because of, the madness consuming half the city you manage to arrive at the eastern main road with remarkable ease and just in time to see a crushing tide of several hundred figures pouring down it in pure terror.
Even without Feysac's comment you could make out the twisted forms chasing them, over a dozen pale white and purple figures like twisted mockeries of humans as their arms end in clawed grips that tear into the stone as they leap upon the slowest figures among the citizens. You hear the screams of pain and fear clearly, the vague crunching of bone distinguishable just beneath the constant thumping stampede of feet smacking against the flagstones.
"Twenty-five hybrids, Acolytes according to records, at the rear. Twelve Primacii obscured within the crowd, possibly more."
Your brain starts to pick everything apart even as Feysac's mechanical voice chimes in with his discoveries, the Skitarii and Servitors arrayed in a circular formation around you as the town guard Lily leads begin to squirm uncomfortably. Closing off the street is certainly possible with your current forces, a difficult proposition given your limited numbers but achievable even if it would put the citizens gathered here solidly in the line of fire.
'Could I try to rally them, some would die but it would ensure those things die... even give us the chance to kill the ones hiding among them.'
Regardless of your own frantic thoughts, you were faced with a difficult situation that much was undeniable...
What do you do?
[] Order everyone to form a blockade, bring the crowd to a halt so your own forces can spear through them taking out any infiltrators that have been identified before crashing into the hybrids wrapped up in attacking the rear of the group. A cold choice, but it wouldn't weigh you down... not like this. A sacrifice to save even more lives? You could work with it.
[] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[] Don't risk the civilians, have Feysac inform the Mechanicus troops and yourself of the infiltrators and you'll simply target them from the start. A lightning strike hoping you got as many as you could before engaging with the Hybrids rapidly approaching.
[] Write in.
Intelligence:Moderate Morale:Shaken
Current Location:On the main road between the North-Eastern and South-Eastern portions of Nortrain.
Pete's Rest: Unoccupied, safe.
Your Forces: Yourself
Feysac [Plasma Pistol, Integrated Armor, Heavily Augmented, Experienced, Archive Malevolus] (+25 Bonus, +15 to Morale Rolls and Resisting Mental Influences) 10 Combat Servitors [Assorted Melee Weapons, Limited Augmentation, Unthinking] (+5 Bonus, Unaffected by Morale Rolls and Mental Influences) 5 Shocklance Skitarii [Shocklances, Flak Armor, Augmented, Experienced] (+20 Bonus, +10 to Morale Rolls and Resisting Mental Influences) 5 Town Guard [Spears, Staves, and Clubs. Green. No Armor.] (+5 Bonus)
General Situation North-eastern portion of Nortrain has devolved into complete chaos, citizenry are fleeing enmasse to the Governor's Keep. South-eastern portion of Nortrain has established a strong resistance and any panic has been promptly crushed.
North-western portion of Nortrain has fallen into a stalemate as allied forces do their best to calm the citizenry while combating the cult's infiltrators.
South-western portion of Nortrain has been completely pacified by allied forces and they are currently sweeping it for any remaining genestealer forces.
Genestealer Cultists blended in with the panicking citizenry, number and locations largely unknown.
Primary Goal:Bring an end to the panic in Nortrain as a beacon of stability and hope. Secondary Goals: Save Nortrain citizens (5/15,000)
Win the Battle for Nortrain
Survive
Status
Name: ??? Monikers:Augustus the White Flame Age: 24 Race: Human (UDC Earth)
Domain Points: 0 Protagonist's Determination:2
Rank: Peasant - One step up the social ladder, a lowly figure who owns land and has great aspirations though they have not the power to achieve them. Holdings: Pete's Rest (Size 16, Pop 17)
Things of Importance
Two Plots of non-system Farmland near Pete's Rest - {Crop: Grey Tubers [Output of 1d10+4 Units + 2 (Your Management) - 2 (Exhausted Soil)], Harvest Time: 3 Months (8 Weeks Remaining), Farmers: 2/2, Worked by Farming Servitors}
Traits
Gravely Injured (You suffered severely from your battle with Rokkrumpa, dozens of bones were broken or shattered and even the best efforts from Rowena's medical staff can't fix it in a short time. -10 to any actions involving strenuous physical activity or combat)[/I]
False Blank (When Pete possessed you some fraction of what he was remained and his memories of that part return to you as dreams constantly. Your presence unsettles the Warp and psychic presences around you, a reminder of the Reality that should exist there. Weaken psychic powers, daemons, and the like near you. Resistant to Chaos taint. Your presence does not unsettle those around you due to your new nature.)
Eerie Calm (A side effect of your arrival in this universe and actions led to the system erasing most major emotional markers from your memory. You still understand emotions, still feel them, but they're all dulled quite significantly. +15 to Morale Rolls, anything attempting to manipulate you through emotions will be challenged, and your behavior can be unsettling to some people at times.)
Farming Knowledge (You spent two weeks reading the contents of a rather extremely in depth tome on farming aboard the space hulk and using Line Triarchy crops. When you spend time managing farms aboard the space hulk their final production has + 2 units produced added to it.)
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Possessions
Peasant of the White Flame's Bow - +7 Bonus to Ranged Combat Rolls. Quiver holds thirty arrows and generates a new arrow every thirty seconds. Can attach one of your Legacies to the weapon for interesting effects. Can be improved when reaching higher Ranks. Attached to the King's Legacy - The White Flame. When used in defense of others this bow no longer needs arrows, every draw of the string shall create an arrow formed of pure white flames which will do harm only to those it's wielder intends to harm. Each flame arrow will set aflame anything not decently resistant to fire. Bonus is replaced with +10 to Ranged Combat Rolls when used to defend others. Forgotten Soldier of the Mound's Lasgun - +8 to Ranged Combat rolls. +10 against unarmored biological targets. Forty-Eight shots left. +3 to Stealth rolls when carrying. Weapon cannot be corrupted by Chaos taint, provides some resistance to it's wielder. Laspistol - +6 to Ranged Combat rolls. +8 against unarmored biological targets. Full power cell, 79 shots. One handed. Electro-staff of the Reborn -+10 to Melee Rolls when wielded, +15 when Electrified. A walking staff formed from the tank turret that was used as Rokkrumpa's club and designed to be a variant of an Electro-staff. Fully charged internal battery. Can be wielded one-handed with your strength, it is surprisingly light. Contains a fledgling Machine Spirit fueled by the remnant will of one bent on protecting Humanity and savagely destroying the Emperor's enemies.
Combat Knife - +3 to Melee Combat Rolls. One handed.
Commissar's Overcoat -Small resistance against conventional weaponry and explosions. Appear badass. Commissar's Hat -A symbol of rank. A symbol of service to the God Emperor. Also, it's kind of badass. Hung at your waist. Signet Ring of the Redeemed - +3 to Morale Rolls. This ring cannot be corrupted. Tattered Guardsman Backpack - Can store things and assist in moving about with numerous items. Full. Contains: Five Rifle Charge Packs (100 Shots), Three Pistol Charge Packs (80 Shots), Micro-bead, Multi-Compass, Magnoculars, Commissar's (and Acolyte's) Datapad (Meticulous Care applied, +3 to relevant rolls), Five Canteens (Full, 1 Day of Water), Corpse Starch Rations (7 Days Worth), Skull Lighter, Small Pot, Deed to the Farm (Copy, Attached Documents)
Seven Day Newbie Protection Scroll - When this is used the user's Holding will be protected by the power of the System, no hostile creature may enter these lands and all who stay within may not commit any act of harm or treachery. Last for seven days or until your territory is left, automatically destroyed when a second Holding is founded if not used.
Laying around the farm Eight sets of Farming Equipment
Eight sets of Logging Equipment
Items left in the cavern can be reclaimed at a later date, but will no longer be listed here.
[/I]
Quests
A Few Specks of Dust in the Vast Galaxy, Part One - COMPLETED Description:You are currently the lowest of the low across the entire galaxy with no lands to call your own, no wealth to spend, no followers to speak the virtue of your name, and no achievements by which to claim glory. Alone, buried deep within a mass of land made from centuries of debris drifting through the void of space, how could one ever hope to rise through the ranks and become worthy of a crown? Surely there must be others here, the first followers with which to found your future kingdom. Goal:Find and recruit ten others to follow you thus laying the foundation for your path to the throne. Rewards:One Domain Point, Small Resource Pack
A Few Specks of Dust in the Vast Galaxy, Part Two Description:You have found civilization and along with it gained land, followers, and wealth with which a great change could perhaps one day be brought about. In the depths of a Space Hulk declared by it's denizens as the Triarchy a few among the lowest have gathered beside you, a small flame burns now on the edge of being put out at the slightest disturbance. Tend to it well and let it grow into a conflagration that will burn the madness from the galaxy. Goal:Bring the population of Pete's Rest to 100. Rewards:100 Fealty, One Domain Point, Small Resource Pack
Challenge: None Shall Die While the King Stands Description:Death stalks the place you call home in a hundred forms, it seeks to end the race known as mankind in all it's forms and even now it is winning. A true King will suffer none in his fledgling nation to die whilst he still draws breath. Goal:Complete A Few Specks of Dust in the Vast Galaxy, Part Two without a single follower dying. Rewards:100 Suits of Plate Armor, 100 Shields, 100 Swords, 1000 Fealty
Challenge: The Metaphorical Bread Basket Description:A great amount of sway can be held over foreign powers, allies, and even enemies with a rather simple thing: food. Whoever controls the source of food for an area is King, and you endeavor to prove that very fact by bringing into existence a realm that could feed all who come. Goal:Grow 1500 Units of Food Crops before completing A Few Specks of Dust in the Vast Galaxy, Part Two Rewards:200 Units of Food, 500 Fealty, Unique Construction Option - Fields of Gold
Challenge: An Alliance of Cog and Crown Description:Once within this world there was a failure of a King who strode forth from his world claiming to unite Humanity and bring it to heights they could not even imagine, and yet turned from his own beliefs in the grip of anger, paranoia, and madness. You may yet walk the road He once did, but the question is... Shall you fall to the same fears that plagued the failed King? Goal:Form an alliance with the Mechanicus Temple before completing A Few Specks of Dust in the Vast Galaxy, Part Two Rewards:Necklace of Cog and Crown, 100 Units of Metal, a Land Crawler
Challenge: No False King Shall Stand In Your Presence Description:Even now the masses of the galaxy pay an inconceivable and harsh worship to a failed King trapped upon a mockery of the Throne. They wallow in ignorance, bear chains the priests call faith, and stare blindly into the dark looking to a corpse for salvation. No longer! You shall be despised by many and reviled by far more, but no longer shall the masses be enslaved to a heartless doctrine of faith in one who has failed their people. Goal:Free Nortrain of the Imperial Cult, bring the God Emperor's Church crumbling down in ruin, and set yourself on a path to free the galaxy of misguided faith and fear. All before completing A Few Specks of Dust in the Vast Galaxy, Part Two Rewards:Gain the Legacy - Breaker of Faith, 10,000 Fealty, Two Domain Points
Challenge: An Industrial Revolution Draws Near Description:Cries of Ork WAAAGH!!! ring from the depths of the space hulk Triarchy, the shadowed figures of the Broods flit around in imagined secrecy, and in the center of it all lay a Human civilization bordering on technological recession. It cannot be allowed to stand, by your order the lands shall be turned to work and forges shall be built. Let the hulk know that even now technology is not lost to Humanity. Goal:Advance Pete's Rest to Renaissance tech level before completing A Few Specks of Dust in the Vast Galaxy, Part Two Rewards:100 Flintlock Rifles, 30 Units of Flintlock Munitions, Dueling Pistol of the Revolutionary
Challenge: An Outstretched Hand to an Outcast People Description: Marginalized, downtrodden, and despised are those that live at the edges of Imperial Society. They are hated for that which they cannot control and oppressed for they are different yet they are human as surely as any other that walks these lands can claim to be. Do not allow this madness to carry on, raise yourself high and declare that you welcome all beneath your rule. Goal:Obtain at least twenty abhuman or mutant subjects/followers, and bring an end to oppression of mutants and Abhumans before completing A Few Specks of Dust in the Vast Galaxy, Part Two. Rewards:Gain the Legacy - Compassionate, 1,000 Fealty, One Domain Point
Even the Lowest Need a Home - COMPLETED Description:Even those with nothing to their name need a place to call their own, a shelter from the cruelties of the world beyond and a place to lay their head when they grow tired. Using the Starter Pack: Lay the Foundation of your first Holding, a place of safety and rest for you and yours. Goal:Use the Starter Pack and found your first Holding. Rewards:One Domain Point, Rank Upgrade, 7 Day Newbie Protection Scroll
An Expanding Hold
Description:A Holding must grow with the times, expanding to take in ever greater quantities of those seeking a better life as your followers and subjects and it is a King's duty to care for their people. Expand the realm, grow your influence, and forge the core from which change can be wrought upon this universe. Goal:Increase the unnamed Holding's Size to 25 Rewards:One Domain Point, 100 Fealty
Readying Yourself for the Sword Description:Knights would long ago train those they deemed worthy to join their ranks, giving them the title Squire and teaching them the Codes of Honor and Warfare. A King follows a similar path, their knowledge and skill tempered by the road they walk alongside their followers, managing their growing followers and leading wars to gain the recognition needed to take one more step upward. Goal:Recruit and train 10 soldiers, and win a battle. Rewards:Two Domain Points, Rank Upgrade, 50 Units of Metal, 100 Units of Food
A Prospering Land
Description:It is both the duty and of great benefit to every King to Be for their lands to flourish, growing rich in resources and wealth under their wise guidance. Your Holding is a small thing now, but with time and effort it could become something truly inspiring. Goal:Construct 1/2 Farmland, 3/4 Housing, 1/1 Logging Camp, and 0/1Stone Quarry. Rewards:50 Units of Wood, 25 Units of Stone, 50 Units of Food, 50 Fealty
To Wear the Crown, Part One Description:The User of the King's System should seek to stake their claim in the galaxy and the first true step on that road is to rise high enough to wield the right of Nation Founding. With a crown upon your brow and loyal followers at your back even the terrors of the galaxy will find some pause before you, walk proudly to the throne! Goal:Reach the Baronet Rank and found your Nation. Rewards:Ten Domain Points, Basic Nation Management Tools unlocked, Baronet's Crown
Northern Line Region - Orks ??? Clan:'e looks like 'e kould give a gud scrap!, (25/100) ??? Clan:'e looks like 'e kould give a gud scrap!, (25/100) ??? Clan:'e looks like 'e kould give a gud scrap!, (25/100) Squig'erderz Clan:'e looks like 'e kould give a gud scrap!, (25/100)
Personal Relations Cadius:Sergeant of the 14th Squad of the 5th Company, Friend (4/10), "Augustus is right, we live regardless of the God Emperor's grace. I simply have to do all that I can, and in doing so my Sisters may one day be redeemed."
Ace:Ratling criminal living in Nortrain's Abhuman district, Acquaintances (1/10), "He means well, but what good does that do?"
Marie:Wife of Trooper Charlie, a Clothier by Trade, Acquaintance (2/10), "He kept my sweet Charlie from doing something stupid and having to beat the God Emperor with a table until he let me kill the idiot again myself."
Harry:Shopkeeper of Harry's General Good and Veteran, Acquaintance (2/10), "Reminds me of my daughter in a way, but he lived...."
Cassandra:Biologis Apprentice and Daughter of the Mechancius Temple's Genetor, Close Friend (5/10), "It all makes sense. The Empyrean is often an unstable place and time displacement is not unknown, to think an ancestor of the modern human genetics would one day assist me in my studies..."
Charlie:Trooper of the 14th Squad of the 5th Company, Friend (4/10), "He says he isn't an angel and that it was the God Emperor's work, but I ain't seen Him helping us. Augustus shone so bright, that light soothed the soul... Why do we pray?"
Pete:Trooper of the 322nd Galdirian Infantry and True Blank, One and the Same (MAX), Dead, "We both know I can't meet ya up there like ya said Arcadius, but it's fine. Tell 'em I said hi won't ya? It's fine if ya can't hear, the kid will remember me at least. It's why I'm leavin' it to him."
Pete's Rest
Population: 17/17 (You, Julius, Ariadne (Builder, Smart, ?), Kal (Unskilled Weaver, Kid), 4 Ogryn (Untrained/Unskilled, 2 Skilled Farmers, 2 Unskilled Abhuman Workers, 2 Unskilled Workers, and 3 Kids | Fully Employable Pop: 6/12, Limited Employable Pop: 0/4 (Kids)) Size: 11 out of 16 Technological Level: Medieval Production:16 Fealty per Turn, 1d10+13 Units of Dandia Beans per Season, 5 Units of Wood per week Upkeep:2 Units of Food and 60 Thrones per Week OR 260 Thrones per Turn Structures: Farm House - A building made to house a family of five. [Provides 5 Housing, Size 1] 3x House - A building made to house a four of your subjects. [Provides 4 Housing, Size 1] Farmland - A neatly arranged farm plot, ready to be worked and fields left bare. [0/2 Farmers, Crop: Dandia Beans [Output - 1d10+8 + 2 (Your Management) + 2 (Kings Govern the World), Harvest Time: 9 Weeks (3 Months), +1 Unit to Harvest Rolls, Size 4.] Logging Camp - A small camp set about for your subjects to chop down trees and process the resulting logs into lumber through rudimentary process. [0/10 Lumberjacks, Output: 1 Unit of Wood per worker every week. Size 3] Military:
You, called Augustus the White Flame. Defenses: None. Assets:
Two Farming Servitors (Skilled Farmers, Each can work One Plot by themselves, Cannot build System Structures)
Construction
Expansion Land Expansion:Expanding the land of their Holding to match their growing followers and further support the people of their lands is the most basic job of every ruler, and the system was designed to help with that. Effect: Increases the size of a Holding by 1. Cost: 5 Fealty
Housing House:A place for your followers and subjects to live, a comfortable home made to house a family or group of workers. Effect: Provides 4 Housing, Size 1 Cost: 5 Units of Wood, 5 Units of Stone, 5 Fealty, and 1 Laborer
Production Farmland:A piece of land specifically set aside and prepared for your subjects to farm. Effect: Produces whatever is planted when worked for one season by two workers. +1 Unit of whatever is planted here on top of the seasonal production. Offers 2 Farmer jobs, Size 4. Cost: 10 Fealty, and 2 Laborers
- Irrigated Fields:Irrigated fields bring forth more from the lands than simple labor and care. Effect: +2 Unit of whatever is planted in the field added to Seasonal Harvest. Cost: 15 Fealty, 1 Laborer
Mill:A structure built to help process crops that your lands bear with the aid of water power. Effect: Applicable crops can be processed here and bear a +2 Unit increase to the final output. Offers 4 Miller jobs, Size 6. Requires a decently strong flowing water source to power. Cost: 20 Wood, 10 Stone, 25 Fealty, and 3 Laborers.
Logging Camp:Built to supply your subjects a place from which to gather a rather basic requirement for every nation. Lumber, and in great quantities. Effect: Produces 1 x ((number of workers) units of Wood per turn. Offers 10 Lumberjack jobs, Size 3. Requires source of lumber. Cost: 15 Units of Wood, 5 Units of Stone, 10 Fealty, and 2 Laborers
Bowyer's Workshop:A small workshop stocked with all the tools needed to craft bows and arrows. Effect: Produces 10 x (Number of Bowyers) bows per season. Offers 4 Bowyer Jobs, Size 2. Uses 2 x (Number of Workers) Units of Wood every season. Cost: 20 Wood, 10 Stone, 30 Fealty, and 2 Laborers.
Carpenter's Workshop:A small workshop loaded with all the tools a carpenter could need to create fine crafts from wood and even furniture. Effect: Produces 1d10+(Number of Workers) Units of Carpentry Goods per season. Offers 4 Carpentry Jobs, Size 3. Uses 1 x (Number of Workers) Units of Wood every season. Cost: 25 Wood, 10 Stone, 25 Fealty, and 2 Laborers.
Stone Quarry:A quarry built to bring stone into your realm, made to be worked by your subjects. Effect: Produces 1 x (Number of Workers) units of Stone per week. Offers 5 Quarry Worker jobs, Size 4. Requires source of stone. Cost: 25 Units of Wood, 15 Fealty, and 3 Laborers
Defensive Palisade:A defensive structure made from logs that is designed to surround your lands and fend off invaders. Effect: Acts as a wall that keeps out enemies, requires fairly heavy medieval siege equipment or an incredibly strong figure to break through. Cost: 10 Units of Wood, 1 Fealty, and 1 Laborer per Size that you want the wall to surround.
Watchtower:A tower meant to allow anyone defending your lands to have a bird's eye style view of the surrounding lands and to act as a defensive emplacement from which to throw back invaders. Effect: When manned provides a +5 to any rolls to spot incoming forces and provides a +5 bonus to defenders using it. Size 1. Cost: 15 Units of Wood, 5 Fealty, and 1 Laborer.
Small Barracks:A stout structure of stone built to act as both a defensive position and as home to the soldiers of One Who Wishes to Be King, quite the cozy home for a small number of soldiers. Effect: Allows the recruitment of twenty soldiers, increases the stamina recovery rate of soldiers who sleep here, and acts as a small holdout if needed. Size 2. Cost: 20 Units of Stone, 5 Units of Wood, 15 Fealty, and 3 Laborers.
Small Training Field:A specially arranged place complete with weapon racks, flattened earth, and simple training targets for the drilling and teaching of soldiers as well as tending to their own physical conditioning. Effect: Allows up to forty soldiers to train at a time, allows soldiers with the Green Quality to improve to Trained without any danger. Size 5. Cost: 5 Units of Wood, 10 Fealty, and 2 Laborers
Storage Small Warehouse:A stone building meant to store the resources gathered by your realm in one place and provide some protection against the elements, raids, or accident. Effect: Provides a place to store up to two hundred and fifty units of resources. Size 3 Cost: 10 Units of Stone, 5 Units of Wood, 20 Fealty, and 2 Laborers
Small Granary:A stone building meant to store the food and crops your domain gathers throughout it's existence thus shielding the lifeblood of your subjects from unneeded danger. Effect: Provides a place to store up to two hundred units of food/crops. Size 3 Cost: 10 Units of Stone, 5 Units of Wood, 20 Fealty, and 2 Laborers
Domain
The Ruler's Domains
These Are My Lands (Beginner):A King's rights are in a way divine and their lands are the inviolable territory they have sworn to protect. A true King bears a deep connection with their realm and all who set foot on it are subject to their gaze. Cost: One Domain Point
All Hear the Lord's Call (Beginner):When a King speaks their subjects listen and no obstacle can stop their words as long as one stands within their realm. Cost: One Domain Point
Kings Govern the World (Beginner):A keen mind and constant thought, long nights spent as the candles burn low toiling over papers and conversations. It is through these efforts that a King brings prosperity to their realm and even the most ruined of lands may yet see themselves bringing forth great bounties to fuel the kingdom. Effect:All structures that produce resources in your territory gain +1 Unit to their output, and any industry you directly have a hand in managing produces a further +1 Unit. Cost:Two Domain Points
None Lie Before the Throne (Beginner):Even the most cunning minds will find themselves pressured when speaking before the throne, and for those loyal to the Crown they have nothing of their thoughts to hide from a worthy King. Lesser rulers have fallen for they did not hold to the clarity of their seat, but you shall not. Effect:It is a difficult task to lie to a ruler and you act to live up to that very fact. You gain a +5 to rolls trying to detect lies or intentional falsehoods in others speech when outside of your domain, and +10 to the same rolls within your domain. You easily notice any lies put forth by your subjects in topics related to the well being of your lands. Cost:Two Domain Points
A Ruler's Air (Beginner):A King is more than one who sits upon a throne, more than one who safeguards their realm, more than a final voice in the direction of a nation. Your very existence is a light that can lead them through the darkest nights giving bravery to those who can no longer see hope. It is carried with you always for even beyond their lands a King is still a King. Effect: All non-opposed sentient creatures feel somewhat in awe of your presence making interactions with them easier. Subjects and followers are inspired by your presence, any of their failed morale rolls are re-rolled once a battle. Upgrade Cost:Two Domain Points
The Conqueror's Domains Long Live the King (Beginner):All through the history of Kings a common phrase can be heard resounding through throne rooms and halls, Long Live the King. So long as a King's nation remains their legacy will not easily end for a destined ruler dies with their nation. Cost: One Domain Point
Sword of the Realm (Beginner):Where the King's sword points is where the nation's blades shall fall, the spirits of King and nation alike crying out for victory. All that awaits those beneath the sword is death. Cost: One Domain Point
Shield of the Realm (Beginner):Where the King rules they hold a sacred duty to defend their lands, to protect their people from the horrors of a world that would see them devoured, and thus the King's shield is held aloft. All that awaits those who turn sights on the realm is an unyielding shield. Cost:One Domain Point
The Pioneer's Domains Eyes on the Horizon (Beginner):A nation should always look outwards for only by expanding can it gain the power to protect itself in the face of innumerable threats and thus a King's eyes look to the horizon. In time they will know what lies beyond and remember it well, calmly waiting for the day it would join the realm. Cost: One Domain Point
Treasures Lay Beyond (Beginner):A nation sates itself with the bounty of wealth they forge within it's borders, but a King knows that beyond lay great troves of knowledge, power, and wealth the likes of which have never be seen. They shall be found in time, and they shall be taken. Cost:One Domain Point
King's Legacy
The White Flame Description: In the year 831.M41, aboard an unnamed Space Hulk, one called Augustus strode out to face an Ork WAAAGH!!! led by the Warboss Rokkrumpa who had spent a decade waging war on the Northern Line Region. Clad in white light and bearing only the weapons of Man, a furious battle unfolded that would change the course of history, for a mere Human dared to face the very thing thousands spoke of in hushed tones ripe with terror. Augustus struck a number of blows upon the Warboss only to be overpowered and struck down by a single unlucky blow.
Every human gathered looked on in horror as the man that was their hope was killed, a disfigured form cast to the far side of the tunnel as Rokkrumpa urged his army to charge forth and finish it's slaughter. As they watched in despair, the Ork force stirring to break through already failing defenses, the figure they thought had fallen seemed to deny the embrace of death itself. With a bestial cry, Augustus stood up and charged forward in a primal fury and as the two clashed once again the light that once shrouded him turned to fire.
Augustus the White Flame was born that day, body clad in righteous anger for the being that would dare to massacre those he wished to protect. In an instant the Warboss seemed to disintegrate, a mere knife tearing an arm to shreds before at last taking the hated enemy's head. Holding it aloft, the flames began to fade from his body even as the Orks began to flee in terror.
Effect: Grants the User the Ability - White Flame when conditions are met. Conditions:When defending others against overwhelming odds, lost if all those who believe in the Legend of the White Flame die.
King's Ambition
Every King climbs to their throne and dons the crown with ambition, desire, and certainty to guide them. It is those beliefs that grow to define them and from that defining is one marked as either a Savior or a Tyrant. Perhaps it is not wish to save the world from itself, to show all that live a chance for a better life and yet can a Tyrant's actions always be deemed wrong for their brutality? No matter the road you choose to walk to the throne, all you need hold close to heart is that ambition that drove you towards it.
Some day the galaxy may applaud you as a Savior as you rule over the ashen remains of civilization, or maybe your domain shall stand as it once did though every inch bearing the mark of the blood shed to keep it standing. Let them call you what they will and remain unmoved by it for the future you dream to create is what truly matters.
Salvation:10 | Tyranny:0
Ambition: To secure the safety and rights of the abhumans of Nortrain, as peer to the human population of Nortrain. Completion Reward: 1,000 Fealty, 2,000 Units of Food, 10 Salvation, and gain the Legacy - ???
Milestones: Gain Abhuman/Mutant Subjects - Stage Two
Goal:Have a total of 20 Abhuman Subjects Reward: 35 Fealty, 50 Units of Food
Improve the Common Folk's View of Abhumans and Mutants - Stage One
Goal:Moderate Improvement in how at least five percent of the Common Folk of Nortrain view mutants and abhumans. Reward: 50 Fealty, 1 Salvation
Improve the Quality of Life in the Abhuman District - Stage One
Goal:Bring a notable improvement to the daily lives of in the Abhuman slums. Reward: 25 Fealty
- - -
Weaken the Anti-Mutant Sentiment of the Imperial Cult - Stage One
Goal:Convince at least ten members of the local Ecclesiarchy of the flaws in their anti-mutant dogma. Reward: 30 Fealty, 1 Salvation
OR
Weaken the Control of the Imperial Cult - Stage One
Goal:Using connections, potential alliances, etc. to suppress the power of the Imperial Cult in Nortrain and thus lessen their grasp on those you want to save. Reward: 75 Fealty, 2 Tyranny
- - -
Ally with the Cult Mechanicus Goal: Achieve an alliance with the Cult Mechanicus to give more weight to your own words thus easing the process of bringing Abhumans/Mutants up as equals to humans. Reward: 50 Fealty, an Alliance with the Cult Mechanicus is also it's own reward.
Ally with the Administratum
Goal:Achieve an alliance with the Administratum to give more weight to your words and thus ease the process of bringing Abhumans/Mutants up as equals to humans. Reward: 150 Fealty, an Alliance with the Administratum is also it's own reward.
Salvation Boons 10, Voice of Kindness - Your voice carries a weight to it, a kind and gentle weight that puts others at ease and aids you in conversing truly with others. However, it does not aid you in acts of deceit and falsehood. (+3 to Rolls when telling the truth.) 25, Unknown
Tyranny Boons 10, Unknown
War Ascension
Current Tokens of War:17
Peasant
Increased Strength:A peasant grows strong from working the lands and turning the gifts of nature into tools to ease their lives. Yet, it is in times where they must rise to defend themselves and their Kim that such strength can truly shine. Effect: Additional +2 to Melee Combat Rolls. You are approximately twice as strong as the average human and are nearing the peak of base line human strength.
Deft Hands:A steady hand brings great works into the world as surely as it can bring death to the many dangers a land owning peasant may face. Cost:30 Tokens of War
Increased Endurance:Hard labor and endless toil is the yoke of the common folk, one they should be free from under a true King, but it is not all for nothing. A life of struggle brings an enduring nature that few can match. Effect: +3 to all Health related rolls. You are more resilient, have more stamina, and are somewhat more resistant to disease or infection than the average human.
Meticulous Care:Few are the things are those peasants can call their own and yet a great joy can be found in caring for those things they hold as truly their own. Even the most dazzling blade of master craftsmanship might not shine as brightly as a farmer's treasured scythe. Effect: You may choose one weapon or tool, it gains a boost to it's effectiveness so long as you carry it with you at all times. For weapons this grants a +2 to combat roll bonuses and for tools it either increases the output by +1 Unit or grants a +3 to related rolls.
Landless Peasant
Increased Strength:Without home or land there is but one thing a peasant can rely on, strength of arm with which to work the lands and fight back against threads. From strength is a road built aiming for a better life, let those who deny it pave the road. Effect: +2 to Melee Combat Rolls. Stronger than the average human.
Increased Speed:Perhaps it is cowardice, but the desire for survival rests in all humans waiting to break out and give them strength. With swift feet can danger be avoided, and more so can quick feet lead to a home at last. Effect: +3 to Rolls when escaping from danger, when rolling for Reactions, and the like. You are slightly faster than the average human.
Heightened Senses:Without a place to rest their head the lowest of humans wander the wilds making a living by the weapons in their hand and the bounty waiting to be discovered. Effect:+3 to Sense Rolls. Eyesight and Hearing are better than the average human. Slightly better sense of Smell, Touch, and Taste.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
time to go do our best impression of a living saint boys.
[X] Don't risk the civilians, have Feysac inform the Mechanicus troops and yourself of the infiltrators and you'll simply target them from the start. A lightning strike hoping you got as many as you could before engaging with the Hybrids rapidly approaching.
Diplomacy might be a good bet right now, but we have to protect the civilians and not let them die as fodder. They are literally meat shields without training or equipment against the Tyranids.
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
I'm a bit concerned about the canon fodder option looking so popular, even with the numbers advantage that mob's going to get shredded by 25 acolytes, not to mention the primus dotted in the crowd turning against them the moment it's clear the mob won't deliver them into the keep as planned.