Turn 11
Turn 11

The White Stag. A legend if there ever was one, whose beauty was so magnificent and rare, that even catching a glimpse of it was cause for a hunter to celebrate.

But you did not see a hint of the White Stag while you were away. It eluded you at every turn.

But you were content with another sort of hunt. One hunt that was…. Mutual for everyone involved.

And Zima was far more magnificent and beautiful than even the White Stag. And that's a fact you will always believe until your dying days. Anyone who says otherwise will be thrown in the stocks.

Diplomacy: You hoped that the world would not burn in war. But at this point, it is unavoidable.
(Choose 2)

[]The Rus Calls for Aid: It is time to call your allies and tell them that the war has now begun. Cost: 0 Chance of success: 95% Reward: Your allies will answer.

[]Inform Vlad about his brother: You may need him in your war against the Mongols. Where brutality is the only way to make sure they will all die. Cost: 0 Chance of success: 95% Reward: Vlad will be able to help you.

[]Reaching Out: (The Sultanate of Rum): The Buffer state between the Persian Empire and the warring states in the Levant, Egypt, and Arabia, They do little to extend their diplomatic channels to anyone within the empire itself. But you need to establish diplomatic ties with them. You need to have people ready to negotiate if the Black Sea becomes contested. Cost: 50 Chance of success: 35% Reward: Foreign contact made, further diplomatic negotiations can be made.

[]Reaching Out: (The Sultanate of Egypt): The Richest of the warring kingdoms of the Middle East, they have vast swaths of cotton, grain, and influence. The Empire has long been allied with the easternmost kingdom of North Africa and has profited greatly from it. To tap into that wealth, you need to be able to talk. Cost: 25 Chance of success: 65% Reward: Foreign contact made, further diplomatic negotiations can be made.

[]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 90% Reward: Domestic lords met. New actions become available.

[]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 5 Chance of success: 80% Reward: Relations with the Russian Lords improved.

Martial: God, Guns, Steel… It is time for the Mongols to learn what those words truly mean.

(Choose 3)

[]Muster the troops (Personal): You will bring your troops to Novgorod to prepare for a campaign. Cost: 200, Chance of success: 100% Reward: Your troops are ready for campaign. Campaign expenses will begin.

[]Declare War on the Mongols: your oath is at the forefront of your mind. War will be declared. Cost: 0 Chance of success: 100% Reward: You declare war with the blood oath caucus Beli.

[]Spar with Nicholas: You want to know how well that man fights. Cost: 0 Chance of success: ???% Reward: You spar with Nicholas, Relation increase by 5

[]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 125 Chance of success: 65% Reward: Troop quality of local troops will increase (Gain roll bonuses) Only the recruits will increase in experience.

[]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 50 Chance of success: 60% Reward: A D20,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)

[]Produce Artillery: The Workshop is working day and night to build you cannon. And you need that cannon to survive. Cost: 300 Chance of success: 70% Reward: You get a d100 for artillery pieces and a d40 for cannons.

Stewardship: The trade is protected… The fur must flow!... Axel now is not the time to make jokes, we can work on getting spice up here later.
(In Progress)

[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 3 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.

(Choose one)

[]Mines in the Mountains: The Urals are rich in gold and silver, you need to set up the mines. And keep them safe. Cost: 500 (This action lasts for three turns) Chance of success: 40% Reward: The mines are set up. Taxes and trade income increased by 500.

[]Land offerings: Offer parcel of land to anyone who is willing to venture to the east. Cost: 100 Chance of success: 30% Reward: Domestic income for taxes increased by 400.

[]Imperial Funds: You can request for funds to improve the Infrastructure in the Rus. Though considering the Rus is not high on the empire's to do list, it will take a lot of political arm wrestling. Cost: 20 Chance of success: 30% Reward: You get a random (d2000) amount of money from the Imperial treasury to use as funds for the next turn.

[]Ship Repairs: You need to spend money on repairs for your ships so they can patrol the waters. Cost: 400 Chance of success: 40% Reward: Your ships are repaired.

[]In Dire Times (Taxes): You need money to pay for armies… There is no doubt about that. But you are going to need to go about that in a very dangerous fashion. Taxing your already poor nobles to raise funds would not endear you to them. But you can make up for it in time. Cost: 10 Chance of success: 40% Reward: Your taxes are tripled for 5 turns. Your lords will hate you.

Intrigue: You will do whatever you can in your power, you have to, to protect the people you love.

(Choose 2)

[]Saving Prince Tepes: You need to rescue Stefan before anything else could happen to him. God help you if anything did, for Vlad Tepes certainly won't. Cost: 200 Chance of success: ???% Reward: You rescue Stefan Tepes.

[]International Espionage: You need to spy on your enemies that are outside the empire, and find a way to destroy them. In time at least. Cost 100 Chance of success: ??? Reward: Write in the Group to spy on, please line-tail your choice below this action if chosen.

[]Domestic Espionage: You need to spy on your enemies that are inside the empire, and find a way to destroy them. Cost 100 Chance of success: ??? Reward: Write in the Group to spy on, please line-tail your choice below this action if chosen.

[]Spy on Poland: You want to be sure that there are no lingering elements that do not want Zima on her rightful throne. Cost 50 Chance of success 60% reward: You discover plots against Zima, and warn her about them.

[]Spiders hiding steel: Natasha is willing to get you some contacts within the imperial assassin network, as a thank you for killing Gavelo. Cost 0 Chance of success 30% Reward: You get assassins on your beck and call. Assassination rolls get a -10. New actions will become available.

Learning: A mind is a powerful tool, and you are going to use it as best you can.

(Choose 2)

[]Teaching responsibility: So your sons came to you with a simple request. They want to adopt dogs. This is excellent, they can learn responsibility by caring for their own animals. Hopefully without killing them. Cost 0 Chance of success 70/50/30% Reward: Your sons learn valuable lessons from raising dogs. They also gain the trait Dog: This canine companion follows them around everywhere.

[]Workshops Galore: Rurik had an idea. Maybe you could hire some carpenters, metalworkers, and other skilled laborers and have them try to build whatever the hell they want and you get the device's patent for half of the cut. You were going to call him crazy until Jory said that was a great idea. And you didn't want to hurt the old man's feelings so you agreed to it. Cost: 100 Chance of success: 40% Reward: You get a workshop of skilled laborers and craftsmen experimenting on… stuff. What could possibly go wrong?

[]Build A University: The Merchants and other upper-crust members of Novgorod have come to you with an offer, build them a University for the free peoples of Novgorod, the Rus, and the empire and they will maintain it with their own money and will pay your family a small portion of tuitions every year for a century. This will not only make Novgorod the Learning center of the Frontier, but it will also attract more people to the city. Cost: 1000, this action will last for three turns Chance of success: 70% Reward: You get tuitions from the University. A university will be built in Novgorod, attracting more people to the city, and increase taxes.

[]Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.


Personal: Zima, and your sons are the light in your life. You will make sure nothing harms them

(Choose 2)

[]Practice Artistry: You do not know why, but the wondrous paintings and sculptures and drawings caught your eye, and the splendor of Rome has imprinted itself onto your mind. That and you need something to do besides the usual business of running the state. Cost: 0 Chance of success: 100% Reward: You start going through the fine arts to find out what works for you. Gain trait: Patron, New actions available, Learning stat will increase.

[]Spend Time with Zima: You want to spend time with your lovely wife. Cost: 0 Chance of success 100% Reward: You spend time with Zima, a potential for pregnancy rolls to begin.

[]Spend time with your children: You will find some time in your schedule to be there for them. What kind of man would you be if you were not? You are their father after all. Cost: 0 Chance of success: 100% Reward: You spend time with your children

[]A Night on the Town: So your bodyguards want to go out and drink, and want to bring you along. You'll go with them to shut them up. Cost: 0 Chance of success 100% Reward: Interesting events might occur.

[]Walk the City: You want to walk the city and see how your people are doing. Maybe you can learn something your spies haven't told you. Cost: 0 Chance of success 100% Reward: Interesting Events might happen.

[]The Circus is in Town!: There is a traveling show coming into Novgorod. It has everything, from singers to exotic dancers, to bears playing chess and being ridden on like horses. Cost: 10 Chance of success: 90% Reward: You have some fun at the Traveling Show.

[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.

AN: There is a 4 Hour Moratorium on Voting for discussion and planning.

Enjoy.
 
Turn 11 Results
Turn 11 Results

The White Stag. A legend if there ever was one, whose beauty was so magnificent and rare, that even catching a glimpse of it was cause for a hunter to celebrate.

But you did not see a hint of the White Stag while you were away. It eluded you at every turn.

But you were content with another sort of hunt. One hunt that was…. Mutual for everyone involved.

And Zima was far more magnificent and beautiful than even the White Stag. And that's a fact you will always believe until your dying days. Anyone who says otherwise will be thrown in the stocks.

Diplomacy: You hoped that the world would not burn in war. But at this point, it is unavoidable.
(Choose 2)

[]The Rus Calls for Aid: It is time to call your allies and tell them that the war has now begun. Cost: 0 Chance of success: 95% Reward: Your allies will answer. Rolled: 1D100 => 47

You called for Aid, and Zima answered with the full might of Poland.

Reward: Zima's troops are on their way to join you on campaign.

[]Inform Vlad about his brother: You may need him in your war against the Mongols. Where brutality is the only way to make sure they will all die. Cost: 0 Chance of success: 95% Reward: Vlad will be able to help you. Rolled: 1D100 => 61

"Vlad. What I am telling you is the truth." You said.

Vlad looked out the window, towards the east. His left hand clenched into a fist. "I will help you, only to get my brother back." He stated.

You nodded. "That's all I needed to hear."

As you began to walk away, Vlad's voice rose. "Wait!" You turned around to face Vlad. You could see tears falling down his face. "Thank you."

Reward: Prince Vlad Tepes of Wallachia is now an ally, and is rallying his men to assist you in your war against the Mongols.

Martial: God, Guns, Steel… It is time for the Mongols to learn what those words truly mean.

(Choose 3)

[]Muster the troops (Personal): You will bring your troops to Novgorod to prepare for a campaign. Cost: 200, Chance of success: 100% Reward: Your troops are ready for campaign. Campaign expenses will begin.Rolled: 1D100 => 4

Your troops gathered, with heavy hearts. They knew this day would come. And that they would someday depart.

But they trusted you to lead them to victory, and you would trust them to do their duty.

Reward: Your Personal Levies are mustered. Expenditure Added: Troop maintenance: 1000 Ducats per turn.

[]Declare War on the Mongols: your oath is at the forefront of your mind. War will be declared. Cost: 0 Chance of success: 100% Reward: You declare war with the blood oath caucus Beli. Rolled: 1D100 => 39

You declared war on the great Khan of The Mongols. (Continued in To War miniturn)

[]Produce Artillery: The Workshop is working day and night to build you cannon. And you need that cannon to survive. Cost: 300 Chance of success: 70% Reward: You get a d100 for artillery pieces and a d40 for cannons. Rolled:1D100 => 77

You managed to get one production run of Artillery before you declared war.

Reward: You gain 45 Artillery and 28 Cannons.

Stewardship: The trade is protected… The fur must flow!... Axel now is not the time to make jokes, we can work on getting spice up here later.
(In Progress)

[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 3 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.

The walls of Novgorod have risen to the greatest it has ever been before. Not even the walls of Gregori the Mad were so fearsome. They may not have been the Justinian Walls of Constantinople, but you could safely say that they were the greatest set of fortifications in the Frontier.

Reward: Novgorod defenders have a +30 in all defensive rolls when the city under siege.

(Choose one)

[]Ship Repairs: You need to spend money on repairs for your ships so they can patrol the waters. Cost: 400 Chance of success: 40% Reward: Your ships are repaired. Rolled: 1D100 => 57

Your ships did not get repaired because of the fortifications needing extra men to finish.

Failure.

Intrigue: You will do whatever you can in your power, you have to, to protect the people you love.

(Choose 2)

[]Spiders hiding steel: Natasha is willing to get you some contacts within the imperial assassin network, as a thank you for killing Gavelo. Cost 0 Chance of success 30% Reward: You get assassins on your beck and call. Assassination rolls get a -10. New actions will become available. Rolled:1D100 => 26+45=71

Natasha finally received confirmation that you were allowed to use the Black Widows for covert assassinations.

Reward: Assassination rolls unlocked.

[]International Espionage: You need to spy on your enemies that are outside the empire, and find a way to destroy them. In time at least. Cost 100 Chance of success: ??? Reward: Write in the Group to spy on, please line-tail your choice below this action if chosen.
-[]Mongols. Rolled: 1D100 => 1+45=46

As it turned out, Alexander was sending spies that he did not like or were incompetent to the Mongols to have them killed, while giving you information. That was probably why they were all dead or turned cloak and you didn't get any information from them besides what you already knew.

Failure.

Learning: A mind is a powerful tool, and you are going to use it as best you can.

(Choose 2)
[]Teaching responsibility: So your sons came to you with a simple request. They want to adopt dogs. This is excellent, they can learn responsibility by caring for their own animals. Hopefully without killing them. Cost 0 Chance of success 70/50/30% Reward: Your sons learn valuable lessons from raising dogs. They also gain the trait Dog: This canine companion follows them around everywhere. Rolled:1D100 => 92

Your sons looked so cute with their puppies. And they took the lesson you taught them to heart. (Continued in: A Lesson To Brothers)

[]Workshops Galore: Rurik had an idea. Maybe you could hire some carpenters, metalworkers, and other skilled laborers and have them try to build whatever the hell they want and you get the device's patent for half of the cut. You were going to call him crazy until Jory said that was a great idea. And you didn't want to hurt the old man's feelings so you agreed to it. Cost: 100 Chance of success: 40% Reward: You get a workshop of skilled laborers and craftsmen experimenting on… stuff. What could possibly go wrong? Rolled: 1D100 => 45

With your declaration of war on the Mongol's, you could not build the workshop for Ruriks projects.

Failure.

Personal: Zima, and your sons are the light in your life. You will make sure nothing harms them

(Choose 2)

[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
-[]Spiders hiding steel

[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
-[]International Espionage

Disaster Roll: 1D100 => 20: Nothing of interest really happened, except you declaring war.

Pregnancy roll:1D100 => 98+20=118: Zima is pregnant again.

AN: Only one omake, because To War is a mini turn. Enjoy.
 
A Lesson To Brothers
A Lesson To Brothers

Your sons holding the little puppies in their arms was a moment you wished you could capture forever. It was adorable to see themstroking the fur of the cute little animals cradled in their arms.

Alexi had a small golden puppy, one that was lively and full of energy, trying its best to get out of Alexi's arms. That one he had begged to get when he saw it for the first time. Heeven tried to pull rank on Ash when he told him that he wanted the puppy without your permission.

Dimitry had a small black puppy which was quite the opposite of Alexi's pet, snoring soundly as Dimitry lightly pets his head lightly, as to try and not disturb the sleeping pup.

The brown puppy that Ivan had was actually resting on his head, with Ivan holding his pup above him to stay out of the snow.

"Alexi, Ivan, Dimitry!" You shouted your son's names and caused all three of them to freeze in place. "Come over here right now!"

The three boys did as they were told and hurried over to you with haste. All three of them look a tiny bit fraught by the tone that you used to call them over, the boys not used to you shouting.

"Are you enjoying your puppies?" You asked.

"Yes, papa!" The three boys said in excitement.

You smiled at their response, but only for a moment. You crouched down to their height and placed a hand on Ivan and Alexis shoulder. "Do you know why I allowed you each to have a puppy?"

There was silence for a moment before Dimitry answered. "Because you and mommy going to war and making us stay home alone?" His tone saddened you, and you closed your eyes, their worried faces almost too much for you to bare looking at. The boys were very intelligent, picking up things and understanding the gravity of the words that were being said around them. They were trying to be like you, learning and trying their best to help you. In their own childish, unknowing ways.

It was worrying. You wanted them to be children, if only for a little bit longer, not acting like the princes that they knew they would be in the future. Not because they needed it, but because you needed it. You had suffered greatly in your youth, wanting to be like your father. You didn't want them to suffer the same hell and loneliness that you did.

When you opened your eyes you hardened your face. "It's not just that boys. It's much more complicated than that." A half-truth… No, it was a lie, a blatant lie that you told yourself. They were your children, and smart as they were, they all were not ready for the responsibility that will be thrust onto them.

You needed them to stand together if the worst were to happen. "Raising and training a puppy is a big responsibility, are you three sure you can do it?" You asked.

"The kennel master is teaching us how to raise them, father," Alexi replied. "We can do it."

"Yeah! We can do it, father!" Ivan stated a smile on his face.

"We can do it." Dimitry said, quieter than his brothers.

Good. "Will you three help each other when you need help?" You asked.

The brothers looked confused. "Of course we will," Alexi said with confidence. "Isn't that what you would want us to do?"

You almost broke down into tears when Alexi said that, but composed yourself, before pulling the three boys into a light hug. "Yes. It's exactly what I want you to do. And no matter what happens to me and your mother out there when I am on campaign, protect each other."

"Why are you talking to use like you won't see us again father?" Ivan asked. "You will come back won't you?"

Damn their insightfulness. "Of course I'll come back. Just-" you sighed, taking a deep breath. "Take care of your puppies. I want to see them grow big and strong when I come back."

You let go of your hug and turned around to see Nicholas waiting for you.

You stood up and walked over to him. "Are they here?" You asked.

"Yes, they are." He replied. "They're waiting for you."

"Let's not keep them waiting." You replied, starting to walk towards the palace, but Nicholas stopped you. "What are you doing?"

"Are you sure you don't want to spend more time with them?" He asked. You knew exactly who he was talking about.

"They'll be fine." You stated.

Nicholas scoffed. "Is that what you'll keep telling yourself when you're gone, that they'll be fine without you?"

"Careful Nicholas." You said gritting your teeth.

Nicholas sighed. "Will going to war really help you bring you peace?"

"No." You replied. "But it will keep them safe."

Nicholas nodded, understanding your thinking, taking a look at the three boys. "Than we shall go to the war council?"

"Lead on Nicholas." You stated.

"Yes, sir."

Reward: Ivan, Dimitry, and Alexi gain the Traits Diligent: You are a hard worker. When you set your mind to something, you will complete it. (+1 to all stats except personal combat) And Dog: You have a canine companion that follows you around. (+ 4 to personal combat, +2 to diplomacy. -15 to assassination rolls.)

Ivan, Dmtry and Alexi gain brotherly bond, which grants a permanent 100/100 with each other for the remainder of their childhood.

AN: Enjoy.
 
To War Minturn
To War Minturn

Your lords were waiting for you in the great hall. The air was still as they looked to you. Zima was sitting next to your chair, drinking a cup of wine.

Unfortunately, your lords were not very enthusiastic of your sudden entrance, judging from the annoyed glares coming from them. Well, all but Rodrick, he was intently studying the map.

"About damn time you showed up!" Pietro complained. "We've been here for hours."

"Pietro, you're not one to talk," Rodrik replied, not looking up from the map. "You were in your quarters until an hour ago, warming your feet by a fire while myself and Viktor were discussing strategy. And I seem to remember dragging you out here by your hair."

There was a harsh glare from the cyclops, but Pietro shook his head as if he had seen that glare before and was used to it. But he did grab some of his long hair defensively.

"Apologies for my delay, there was business that I needed to attend to." You replied. You needed to say goodbye to your children. Let them have a happy memory before you left them.

"My lords." You took your place at the head of the table. The map was littered with wooden pieces, each representing forces. Your guesses on where the Mongol troops were littered in various positions across the east, while your troops were clustered around Novgorod. Fulk's troops were at the Vanguard, sitting at the border of the Frontier. Further west was Zima's troops, still mustering in Warsaw. It would take time for them gather and head east to assist you. To the south, you knew Vlad was marching his troops north post-haste. "I believe it is time for this war to begin in earnest."

"About fucking time you coward!" Viktor shouted.

"Excuse me, Lord Viktor?" You said, gritting your teeth as the other two great lord's faces morphed into indifference to shock. "I did not catch that. Would you care to repeat yourself?"

"Two years, I have waited for you to give the order! I have lost thousands of golden ducats paying for my troops to sit around and do nothing! All while you delay, and coddle your children, instead of teaching them how this world works!" Viktor continued. "And now Artyom is gone, and you do nothing, you coward!"

You stood up, and panic gripped the room. "That's enough Viktor!" Pietro shouted, trying to stop Viktor from saying anything else. "You've made your point clear!" He looked at you. "Vasily, please!"

"Viktor." Your voice was quiet and your voice silenced the room. You walked over closer, to make sure all three men could hear you. "I will admit that I have delayed. You may not agree with my decision. And to be fair, I'm sure you would not even care because you are so minuscule and blind, that you do not even see that almost 50,000 men are joining us to fight the Mongols, meaning we're only outnumbered 2 to 1 at least." Viktor started to shake. In rage or in fear you did not know, but you clearly had his attention. "Of course, that's not even counting the cannon and artillery we have that will give us an edge against the Mongols bows."

"Vasily," Rodrick said your name in fear. "You've made your point."

"But you dare insult my children Lord Viktor." Your statement caused Viktor's angry facade to break and he stepped away from you. "I should kill you right now for that insolence."

"I'm-" Viktor stammered, trying to defend himself.

"You're what? Scared?" You mocked, but still kept a gaze of anger in his eyes. "You should be. But I'm not going to stain my floors with coward's blood, even if you threatened my children. What I want you to do, is put that anger against the real enemy. The one that has taken everything from us."

Viktor's squeezed his hand into a fist before he exhaled. "Yes, my prince."

You looked at Rodrick. "Are our troops ready to march?"

"Yes my prince!" Rodrik replied eagerly. "But there is the reinforcements from Poland and Wallachia that I'm worried about. They will be here in the winter, but we might not be able to march them once the winter snows start to fall. And Novgorod does not have the supplies to handle such a large force without getting into the siege granaries."

"And we need those." You whispered quietly. Novgorod was prepared and had strong defenses, yes, but that would not be enough to withstand a full Mongol horde.

"What are our options?" You asked. You already knew your options, as did Rodrik, but Pietro and Viktor were kept in the dark.

"We can start our march now and begin our campaign against the Mongols while spring is still upon us with General Fulk. But the rest of our reinforcements will have to catch up to us, leaving them vulnerable to attack in case the Mongols slip past us." Rodrik replied.

"You're underestimating the speed of my Hussars Rodrik," Zima stated. "They'll be here before winter."

"That decision is up to you Vasily," Pietro replied. "And we will do as you command."

When do you start the campaign?
[]Now while you can move quickly: Your troops and that under General Fulk is ready, and you shall begin immediately. (Starts Campaign Turns. Campaign season will be set to Spring)
[]Wait for Zima's forces: You will choose to wait for Zima's forces. You are lacking in calvary, which is something you sorely need. (Zima's forces will be linked up with yours. Starts Campaign Turns. Campaign season will be set to: Summer)
[]Wait for Vlad And Zima's Forces: Vlad's Forces still need time to gather supplies and men for the journey north. They said they would arrive just as Winter is upon the Rus. Zima's forces will be ready at Novgorod. (Vlad and Zima's forces will be linked up with yours. Starts Campaign Turns. Campaign season will be set to: Winter. Note taking this option may lead to attrition among your forces due to lack of supplies.)
[]Delay the campaign: You need more time to prepare for this campaign. (Campaign turns delayed, Regular turns shall continue.


(A few hours later)

Zima was rightfully afraid when she told you the news. Not because of the happiness that would bring you, but from the terror you now felt.

"No, I can't let you go on the campaign." You stated firmly.

"That is not your decision to make Vasily. It is mine." Zima replied.

"You're pregnant! With our children!" You shouted. "Of course it is my decision! More lives than your own are on the line!"

"I am not going to let you go to the east to fight the Mongols alone," Zima replied. "And me being pregnant will not affect my ability to command."

"What happens if you go into labor in the middle of a battle? Or you miscarry? And if you don't die when the children are born, how will you care for them on the march? Have you thought about that?!" You shouted.

"I have," Zima replied. "And I have already made the proper plans for those events since I learned about it. My mind is made up. I am going to help you win this war."

You shook your head. "Why? What madness is driving you to do this?"

"You." Zima replied.

"Me?" you stammered. "How?"

"You know why." Zima stated.

"Enlighten me?" You replied.

Zima sighed. "You think I don't know about the oath you made to your father? You will tear yourself apart. You will be completely driven by killing as many Mongols as you can that you will forget the bigger picture. You will succumb to your bloodlust and that will leave you open."

"I won't." You replied. "I'll never let my revenge cloud my judgment."

"Do you really believe that?" Zima asked.

You close your eyes and took a deep breath. "Yes. And you will be safer here than anywhere else in the empire. And I will feel safer knowing that the boys have you to protect them."

"Then convince me," Zima said. "Give me a reason to stay behind with our sons when I would be more useful to you with my men."

What do you say?:
[]Relent: You had no argument for her. (Zima will command her troops, this may have negative effects on her own and her babies health when they are born. Your sons will not be accepting of this news and will lash out in anger and fear.)
[]Ask her to stay until her Pregnancy is over: Try to convince her to stay until she is no longer pregnant. DC: 50%. (Zima will not command her troops until she is no longer pregnant. Her newborn babies will not suffer any negative effects. Your sons will be less angry at you and won't lash out.)
[]Ask her to stay behind: You need someone you can trust to lead the defense of Novgorod and take care of the boys. There was no reason to abandon them like this. DC: 30% (Zima will stay behind and not command her troops. Your sons will be okay.)

AN: Enjoy.

Edit: A word was missing.
 
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Vlad Tepes (As he joins us on campaign)
AN: Here is the older son of the Dragon. As you can guess he's not very nice.


Name: Vladimir Tepes "The Impaler" Wallachia

Age: 27

Health: 5.0

Fertility: 0%

Title: Grand Prince of Wallachia, General of the Imperial Army, Dracula, Member of the Order of the Dragon.

Skills:

Diplomacy: 3 (You are not very good at Diplomacy)

Martial = 27 (You are a great military mind)

Stewardship = 14 (You are competent at dealing with numbers and economies)

Intrigue = 30 (You are a master at courtly intrigue.)

Learning = 15 (You are competent in your studies)

Personal Combat = 25 (Your skill with any weapon is good.)

Traits:
Ruthless: You will do anything to accomplish your goals. (-4 to diplomacy, +2 to intrigue, martial and Personal combat)

Paranoid: You don't trust many new people, and are always wary of the ones you know. (+3 to intrigue -1 diplomacy)

Impaler: You enjoy killing your enemies in a long and painful fashion. (-5 to diplomacy, +5 to intrigue, Enemy morale gets a -10 to morale when this commander is fighting against them)

Wroth: You are quick to anger. (-2 diplomacy, +2 to personal combat)

Cruel: You are a sadist, taking pleasure in enacting all manner of violence and pain on his enemies. (-4 to diplomacy. +2 to intrigue, +2 to personal combat)

Skilled Fighter: Your skill in personal combat is well above the best-trained soldier in the empire. (+2 to martial. +8 to personal combat)

Just: You will always try and bring criminals to justice. (+4 stewardship, +2 to diplomacy)

Combat Modifiers:
Trickster: You like to be unpredictable in battle, to confuse your enemy in whatever ways you can to gain an upper hand. (Changing tactics in the middle of the battle will now automatically succeed. Morale can never go higher than Excellent. Other allied commanders will get a +40 to changing tactic rolls. Enemies gain a -40 to counter tactic rolls if they do not have this modifier.)

Attacker: Strike fast while the Iron is hot, never let the enemy be the ones who choose the battlefield and terms of battle. (Attacking rolls gain a +40 for all rolls. Defending gets a -15 to all rolls. Building defenses in battle preparation cost double the amount of time. Morale when attacking starts at Unshakable if you have not used forced march. If forced March is used, Morale will be set at excellent)
 
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Supplies for the campaign
The Supplies for the campaign are going to be the currency for the campaign turns. Please consult this when coming up with campaign plans in the future.

Here are the Supplies:

Current supply count: 4000 supplies

Supply gain:
500 Supplies from foraging
100: Supplies gained from organizer trait

Supply consumption:
600 supply consumption by infantry
400 supply consumption by horses.
 
The Campaign Turn 1 (Summer Year 1 Date: June 24th)
The Campaign Turn 1 (Summer Year 1 Date: June 24th)

You looked at the columns of men that were marching east. Unlike the men under Otto the Great when he marched east to conquer the Rus, they were not the finest men the world had to offer. That was a fact you painfully knew all too well.

Much of your army were recruits, conscripted and not given the thorough training that the core of your army had. In a real fight, they would not fare well. Against a cavalry charge,, they would break and run.

The polish cavalry and infantry were a welcome addition, but they did not have the raw numbers to make up for the lack of experience that the majority of your army had.

But you had to have faith in them. They had faith in you, after all, so you would give them that same faith in return.

After all, faith could move mountains, and create empires.

"Vasily." The same could not be said for your wife. Seeing her in heavy armor, with a sword by her side was usually a comforting sight. You knew she could defend herself. "Are you alright?"

The unfortunate thing was that even faith could not stop the stubborn, pregnant and loyal wife known as Zima Królowa from staying by your side.

"I'm fine." You replied. A lie, but it's one you kept telling yourself to make her happy. Oh, how you wanted to rage at her decision but you could not convince her to stay behind.

Zima either failed to notice or didn't care. "The other commanders want to know where we are going?"

Ah yes, Where to go to face the Mongol's. The frontier was so vast that you didn't even know where you were needed. Or where your enemy was.

Where do you go?:
[]You go south to the Caspian Sea: You need to operate in a warmer climate, in an area both you and the Mongol Khan, from the intelligence you have gathered, never fought in before. The Georgian kingdom might be able to help you as well. (Date of Arrival: October 27)
(Pros: A potential allied kingdom, A more temperate climate, you're mobile. Ample Supplies.)
(Cons: Unknown terrain, favorable terrain to the enemy, mobile, Open to supply raids)

[]You Continue East Towards General Fulk: You will link up with General Fulk and set up defenses at the southern edge of the Urals, a good defensive fortification. But it will take time to fortify properly and to strike if the Mongols get past you. (Date of Arrival: September 4th)
(Pros: Link up with General Fulk, Good defensive position, will be able to coordinate future actions for less cost, Supplies are not an issue)
(Cons: Time it will take to build defenses, Enemy can sneak past by going further south. Slow reaction time to counter Mongol attacks. Might become under siege)

[]You continue East, going through the Ural Mountains: Hannibal crossed the Alps with his men in Winter, you can as well. Strike the Mongols in the back, and catch them completely by surprise. You hope at least. If this Khan is going to be striking at Fulk's position or is delaying his march west, you might be caught with no way out. (Date of Arrival at the Base of the mountains: October 5)
(Pros: Prime position to ambush the Mongol Army, No one will ever expect you to scale the Urals.)
(Cons: You are crossing the Urals. Supplies are limited in the mountains, Bad things could happen when you are climbing)

[]Go North around the Mountains: The long way around, but it is safer than scaling the Urals. You just have to worry about the other important thing to worry about. General Winter and his fury. (Date of Arrival: November 1st)
(Pros: Safer than crossing the Urals, The terrain is more suited to travel.)
(Cons: Winter is coming, Supplies are nonexistent for an army this size.)

Diplomacy: You need to keep in contact with the other armies.

(Choose 2)

[]Establish communications with General Fulk: You need to set up a line of communications with General Fulk. Cost 0 Supplies. Chance of success: 75% Reward: You establish contact with Fulk

[]Establish communications with Vlad: You need to set up a line of communications with Vlad and his forces. Cost 0 Supplies. Chance of success: 75% Reward: You establish contact with Vlad

[]Connect to the Empire: You need to set up a line of communications with The Empire, you may need their help with supplies, men, and equipment. Cost 50 Supplies. Chance of success: 40% Reward: You establish contact with the empire.

[]The Courier company: You are going to need some dedicated riders that can carry messages for you and the rest of the army. Cost 50 Supplies. Chance of success: 40% Reward: You have a dedicated messenger company. All communications rolls get a +10 bonus.

[]Signal Company: Your voice cannot carry its way across an army, but Banners can carry your orders in simple ways. Cost 50 Supplies. Chance of success: 35% Reward: You train a signal company. All battle rolls get a +5. Changing tactics will now only get a -10 to the rolls.

Martial: You are an army, banded together by duty, unity, and empire. You are better than many forces in the world. But you can be better. You know it.
(Choose 3)

[]Drill the Troops: Your men are raw and inexperienced. You will teach them to be more than what they think themselves as. They are men of the empire… And they are the men of Vasily Aristov. Cost 300 Supplies. Chance of success: 30% Reward: All Recruits are now upgraded to Experienced.

[]Force Assessment: You need to know how well trained and how experienced Zima's troops are, along with their total numbers. Cost 0 Supplies. Chance of success: 90% Reward: You get an accurate number of Zima's troops and their experience.

[]Force March: You need to get your destination at post haste. GRAB THE WHIP AND MARCH TO THE ENDS OF THE EARTH! WE WILL NOT STOP NOT EVEN FOR GOD HIMSELF! Cost 0 Supplies. Chance of success: 100% Reward: You reach your destination one month earlier. Since you have the organizer trait, morale will not be lost.

[]Defend Supplies: You need to protect your supplies, from animals, Mongols, and men. Cost 0 Supplies. Chance of success: 80% Reward: The supplies are protected. Supply rolls will get a +5.

[]Inspect the Troops: You are going to inspect your men, make sure they are in top form. Cost 0 Supplies. Chance of success: 70% Reward: Your troops are inspected. May or may not gain respect with officers. You will also learn the Morale Situation of your men.

[]Prepare for the next Season: You need to plan for the next season. How you're going to fight, how your tactics will be impacted. Cost 10 Supplies. Chance of success: 100% Reward: Supply consumption decreased by 100 next season.

Stewardship: An army marches on its stomach. That sounds like an excellent way to start a journal of your campaign.
(Choose 2)

[]Gather More Supplies: You need to forage for more supplies. Hopefully, your men can find some. Cost 50 Supplies. Chance of success: 70/40/20/5% Reward: Your men gather more supplies for this season.

[]Rations or Slappings: You need to stop this out of control supply situation before you run out of food and have to butcher your horses. Cost 0 Supplies. Chance of success: 80/???% Reward: Your supply consumption lowered for this season.

[]Supply check: You will personally make sure the supplies are getting evenly distributed. Cost 0 Supplies. Chance of success: 70% Reward: The Troops like you more for getting down and dirty with the menial tasks (Morale improvement). Supply consumption is lowered for this season.

[]Double Rations: You have decided to double rations for the men, they need it. Cost 0 Supplies. Chance of success: 100% Reward: Morale improves. Supply consumption for infantry doubled for this season.

[]Supply Run: You will need more supplies, and maybe you can get some from home. If they have a bountiful harvest. Cost 0 Supplies. Chance of success: 55% Reward: You get a boost to your supplies.

Intrigue: All warfare is based on deception, and you need to deceive this enemy if you are going to win this war.
(Choose 2)

[]Coded messages: You need to make sure the Mongols do not read your information, so you will put it in code. Hopefully, it works. Cost 50 Supplies. Chance of success: 65% Reward: You get coded messages. The Mongols will not be able to crack it without an allied officer.

[]Espionage (Locating The Enemy): You need to find the enemy before they find you. Cost 100 Supplies. Chance of success: ???% Reward: You find that bastard's army.

[]Espionage (Sabotage): You will do more trying to disrupt the Mongols through trickery than in open combat. Cost 300 Supplies. Chance of success: ???% Reward: The Enemy army is sabotage in one way or another.

[]Espionage (Assassination): To kill a snake, cut off its head. Cost 750 Supplies. Chance of success: 100% Reward: An enemy officer is killed or wounded.

[]Scout Ahead: Send Scouts ahead to see if the enemy sent their own scouts… And maybe kill a few. Cost 100 Supplies. Chance of success: 70/???% Reward: You find out what lies ahead of you, and learn battle terrain if there is a fight.

Learning: Campaigns are great places to study… when you aren't doing a thousand different things.
(Choose 2)

[]Oh Shit: You needed to go to the latrine… OH, MY GOD! They're washing right next to where they shit! Cost 10 Supplies. Chance of success: 80% Reward: You no longer feel the need to boil your water whenever you look at your latrine situation.

[]Sick and Wounded Over Here: You need to separate the sick and wounded from the rest of the men, in case anything happens. Cost 300 Supplies. Chance of success: 45% Reward: You separate the sick and wounded. -30 to disease rolls and +20 to recovery rolls.

[]Practice Maneuvers: You need your men to start training in how they march against the Mongols. Cost 0 Supplies. Chance of success: 70% Reward: You can use formations in battle preparations, and in the battle itself. Your enemy will not be able to ambush you.

[]Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.

[]A Small Melee: You need to find some good fighters, ones that will protect your bodyguards and generals… And maybe yourself. Cost 200 Supplies. Chance of success: 50% Reward: You examine the men fighting in the tournament to find bodyguards for your bodyguards. Yes, it is rather confusing. +10 to your general's defensive rolls

[]Officers for the Front: You need men who can carry out orders within the army, and you lack Junior officers. So you will find men who fit the qualifications of a junior officer and give them temporary promotions. Cost 100 Supplies. Chance of success: 40% Reward: You have a junior officers corp. +10 to battle rolls for all units. Morale will never go below good.

Personal: There are few things that can make you angry. But Zima is doing everything she can to push you to the limit.
(Choose 2)
[]Convince Zima to go home: You are not going to allow your wife, who is also pregnant to just something as insane as marching with an army! Cost 0 Supplies. Chance of success: 45% Reward: Zima goes home.

[]Write to your sons: You want to make sure your sons are doing well, even if it is only writing to them. Cost 0 Supplies. Chance of success: ??% Reward: You write to your sons

[]Read Messages from home: Many of your soldiers are illiterate but still receive messages from their homes. You will read some of the men to boost morale. Cost 0 Supplies. Chance of success: 100% Reward: Morale improves.

[]Hunt: You need to blow off some steam, and killing some little animals seems like a good way to do something useful with that energy. Cost 0 Supplies. Chance of success: 70% Reward: You hunt, and gain some supplies.

[]Pray: You do not pray to God, not really, but you feel the need to. Cost 0 Supplies. Chance of success: 85% Reward: You have peace of mind.

AN: There is a 3 Hour Moratorium on Voting for discussion and planning.

Enjoy.
 
The Campaign Turn 1 results (Date October 5th)
The Campaign Turn 1 results (Date: Octobor 5th)

You looked at the columns of men that were marching east. Unlike the men under Otto the Great when he marched east to conquer the Rus, they were not the finest men the world had to offer. That was a fact you painfully knew all too well.

Much of your army were recruits, conscripted and not given the thorough training that the core of your army had. In a real fight, they would not fare well. Against a cavalry charge,, they would break and run.

The polish cavalry and infantry were a welcome addition, but they did not have the raw numbers to make up for the lack of experience that the majority of your army had.

But you had to have faith in them. They had faith in you, after all, so you would give them that same faith in return.

After all, faith could move mountains, and create empires.

"Vasily." The same could not be said for your wife. Seeing her in heavy armor, with a sword by her side was usually a comforting sight. You knew she could defend herself. "Are you alright?"

The unfortunate thing was that even faith could not stop the stubborn, pregnant and loyal wife known as Zima Królowa from staying by your side.

"I'm fine." You replied. A lie, but it's one you kept telling yourself to make her happy. Oh, how you wanted to rage at her decision but you could not convince her to stay behind.

Zima either failed to notice or didn't care. "The other commanders want to know where we are going?"

Ah yes, Where to go to face the Mongol's. The frontier was so vast that you didn't even know where you were needed. Or where your enemy was.

Where do you go?:

[]You continue East, going through the Ural Mountains: Hannibal crossed the Alps with his men in Winter, you can as well. Strike the Mongols in the back, and catch them completely by surprise. You hope at least. If this Khan is going to be striking at Fulk's position or is delaying his march west, you might be caught with no way out. (Date of Arrival at the Base of the mountains: October 5)

When you arrived, the battle you had not wanted was already beginning. (Continued in Battle of Yamatau)

Diplomacy: You need to keep in contact with the other armies.

(Choose 2)

[X]Establish communications with Vlad: You need to set up a line of communications with Vlad and his forces. Cost 0 Supplies. Chance of success: 75% Reward: You establish contact with Vlad Rolled: 1D100 => 88

You and Prince Vlad Established communications, thankfully without any issue. The same could not be said for Fulk.

Reward: New Action Available.

[X]The Courier company: You are going to need some dedicated riders that can carry messages for you and the rest of the army. Cost 50 Supplies. Chance of success: 40% Reward: You have a dedicated messenger company. All communications rolls get a +10 bonus. Rolled: 1D100 => 39

Your courier company could not be established as you needed every horseman you had for the battle.

Failure.

Martial: You are an army, banded together by duty, unity, and empire. You are better than many forces in the world. But you can be better. You know it.
(Choose 3)

-[X]Drill the Troops: Your men are raw and inexperienced. You will teach them to be more than what they think themselves as. They are men of the empire… And they are the men of Vasily Aristov. Cost 300 Supplies. Chance of success: 30% Reward: All Recruits are now upgraded to Experienced. Rolled: 1D100 => 90+10=100

Your men had great motivation to train themselves to be better. And you made them better.

Reward: All Troops in your army are ranked Experienced.

-[X]Force Assessment: You need to know how well trained and how experienced Zima's troops are, along with their total numbers. Cost 0 Supplies. Chance of success: 90% Reward: You get an accurate number of Zima's troops and their experience. Rolled: 1D100 => 43+10=53

Zima Spared no expense when it came to gathering troops. They were the finest Poland could muster in a short time, easily the best armed, armored and trained from her homeland.

Reward:

8000 Heavy Cavalry (Veterans)
4000 Light Cavalry (Veterans)
10000 Light infantry (Experienced)
5000 Heavy Infantry (Experienced)
2000 Archers (Experienced)

-[X]Inspect the Troops: You are going to inspect your men, make sure they are in top form. Cost 0 Supplies. Chance of success: 70% Reward: Your troops are inspected. May or may not gain respect with officers. You will also learn the Morale Situation of your men. Rolled:1D100 => 73+10=83

Your troops were very happy to finally out killing the Mongols and like the fact that you are leading them.

Reward: Morale Status Learned: Excellent (85/100).

Stewardship: An army marches on its stomach. That sounds like an excellent way to start a journal of your campaign.
(Choose 2)

-[X]Gather More Supplies: You need to forage for more supplies. Hopefully, your men can find some. Cost 50 Supplies. Chance of success: 70/40/20/5% Reward: Your men gather more supplies for this season. Rolled: 1D100 => 75

Your supply gathering was thankfully successful, the only bit of good news that you had when you reached the Urals.

Reward: +600 supplies.

-[X]Supply check: You will personally make sure the supplies are getting evenly distributed. Cost 0 Supplies. Chance of success: 70% Reward: The Troops like you more for getting down and dirty with the menial tasks (Morale improvement). Supply consumption is lowered for this season. Rolled: 1D100 => 50

You took charge of the supplies, which caused some grumbling at first, but once you were done, your men wanted you to be the supply master, you did your job so well.

Reward: +5 to Morale.

Intrigue: All warfare is based on deception, and you need to deceive this enemy if you are going to win this war.
(Choose 2)

-[X]Coded messages: You need to make sure the Mongols do not read your information, so you will put it in code. Hopefully, it works. Cost 50 Supplies. Chance of success: 65% Reward: You get coded messages. The Mongols will not be able to crack it without an allied officer. Rolled: 1D100 => 6

There was no time to create a code for coded messages when there was a battle to be fought and a General to save.

Failure.

-[X]Espionage (Locating The Enemy): You need to find the enemy before they find you. Cost 100 Supplies. Chance of success: ???% Reward: You find that bastard's army. Rolled: 1D100 => 17

You did not need to send spies, for the Mongols had already put Fulks position under siege.

Learning: Campaigns are great places to study… when you aren't doing a thousand different things.
(Choose 2)

[X]Oh Shit: You needed to go to the latrine… OH, MY GOD! They're washing right next to where they shit! Cost 10 Supplies. Chance of success: 80% Reward: You no longer feel the need to boil your water whenever you look at your latrine situation. Rolled: 1D100 => 25

You disciplined the idiots who decided to put their washing and cooking stations next to the latrines. And separated the washing and cooking stations to the other side of the camp, far away from the latrines.

Reward:

[X]Practice Maneuvers: You need your men to start training in how they march against the Mongols. Cost 0 Supplies. Chance of success: 70% Reward: You can use formations in battle preparations, and in the battle itself. Your enemy will not be able to ambush you. Rolled: 1D100 => 39

You managed to practice maneuvers in the middle of the night while marching. It was brilliant to see the featureless shapes of your men take position. If they could do it in the dark, they could do it in the day.

Reward: Formations in battle unlocked, Ambush negated for this season.

Personal: There are few things that can make you angry. But Zima is doing everything she can to push you to the limit.
(Choose 2)

-[X]Write to your sons: You want to make sure your sons are doing well, even if it is only writing to them. Cost 0 Supplies. Chance of success: ??% Reward: You write to your sons. Rolled: :1D100 => 1

You wanted to write them so badly, but the letters were destroyed when those bastards raided your camp.

Failure.

-[X]Read Messages from home: Many of your soldiers are illiterate but still receive messages from their homes. You will read some of the men to boost morale. Cost 0 Supplies. Chance of success: 100% Reward: Morale improves. Rolled: 1D100 => 66

The raid came quickly, and no one died, but it shook many of the men's confidence. The letters you read from their homes after it was over alleviated that worry, and gave them a new drive to fight.

Supply roll: 1D100 => 4 (A Very Bad Outcome)

Their raid was quick and silent. No one died or was wounded, but your supplies were practically destroyed. You only had one choice, and that was to make a run for Fulks mountain fortress.

Reward: -2500 Supplies

Disaster Roll:1D100 => 91

(Continued in Battle of Yamatau)

Enemy Action: 1D100 => 83

They were laying siege to General Fulk. Thankfully you had arrived just in time to relive them. (Continued in Battle of Yamatau)

AN: If you win this battle, you can salvage your shitty situation.

Enjoy.
 
Supply situation For Turn 2
Current supply count: 990 supplies

Supply gain:
400 Supplies from foraging
50: Supplies gained from organizer trait

Supply consumption:
Supply consumption:
600 supply consumption by infantry
400 supply consumption by horses.

Edit: Forgot to do another math problem.

Edit: 2: This is also what we have if we get repelled from Fulks Base if we lose the battle. So do or die people.
 
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Battle of Yamatau: Battle Preparations (Prepare Commanders)
Battle of Yamatau: Battle Preparations (Prepare Commanders)

You grimaced at the report. Fulk was under siege. You were going to need to fight your way to them and put an end to that siege before you could resupply.

"Dammit. Do you know how many Mongols are there?" You asked the messenger.

"Over two hundred thousand sir." The messenger replied almost immediately. "They came fast and hard and trapped us in our fortress. I barely got through their lines to deliver this message to you."

They brought an entire horde?! Was that Great Khan insane? He was risking everything on… You gritted your teeth, as everything fell into place. Appear weak when you are strong, and appear strong when you are weak. That was what the art of war said.

"What is it, Vasily?" Ash asked.

All warfare is based on deception... Alexanders disloyal spies... They must have survived and turned cloak. "We've been fed false intelligence." You stated. "Naranbaatar has more men then we realized. There isn't just one large horde, there are several."

"So you're saying they outnumber more than they already are?" Zima asked.

"Yes." You stated.

"How are you certain that theory of yours is correct?" Jory asked.

"The spies we sent after the Mongols to keep an eye on Stefan and make sure he was safe, were men that Alexander did not like or were disloyal to him. The ones who were loyal sent information back to me, while the rest were executed. The information was not anything I didn't already know…" You paused and gave a soft chuckle. "I thought they were just confirming what we already knew. I guess I was wrong."

"They turned cloak?" Jory asked. "To the Mongols?"

"It's better than having Alexander killing them now is it?" You replied. "Alexander you bastard."

"How come you did not think of that earlier?" Ash asked.

Zima was pregnant, your letters to your sons were destroyed before you could deliver them to them, the supplies being destroyed… They were the easy things to blame for your shortsightedness. But that was not the right answer, no matter how it played out in your head. "I grew careless. I trusted our intelligence and the man it came from when I should have verified it before we marched out of Novgorod."

"That wasn't your fault Vasily." Zima stated.

"Yes, it was." You growled. But that did not matter now. You needed to move and save Fulk before the old bastard died and the Mongols got you next.

"Gather the army and prepare them for battle, I need to assign commanders to their flanks." You ordered.

There was silence among your men before you grew tired of waiting."NOW!" You shouted. Lives were at stake and more than just Fulks men.

You need to draw up battle lines, but first, you need to set up commanders for your Flanks to establish a clear chain of command.

Choose One for Each Flank:

Who will take the Center:
[]Vasily
[]Zima
[]Jory
[]Nicholas
[]Ashford
[]Willhelm
[]Alfonso
[]Gavin
[]Ionnos
[]Basilius

Who will take the Right Flank:
[]Vasily
[]Zima
[]Jory
[]Nicholas
[]Ashford
[]Willhelm
[]Alfonso
[]Gavin
[]Ionnos
[]Basilius

Who will take the Left Flank:
[]Vasily
[]Zima
[]Jory
[]Nicholas
[]Ashford
[]Willhelm
[]Alfonso
[]Gavin
[]Ionnos
[]Basilius

AN: Enjoy and please vote in Plan Format.

Edit: Please consult the Generals of Rus informational, for what you kind of general you want on your flanks.
 
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