Turn 1
Magoose
SV's Questing Fanatic
- Location
- California USA
- Pronouns
- He
Turn 1
You are Valily Aristov, and you wonder why you are still alive. In your mind, you played out what happened in your dreams. How you were taken… How you were treated… How you survived.
You remembered being ambushed and hit in the head by a club, knocking you to the ground. You remembered your mother's screams cease as an arrow pierced her heart and throat, and how her lifeless eyes stared at you. Terrified, cold and alone. The guards were trying to fight their way to you, but a net grabbed you and dragged you away.
The Mongols called you 'Khan', as you were technically a prince of the Rus, but it was not a sign of respect for your noble heritage. It was insulting, a derogatory that they labeled you with to show just how powerless you were. That a boy Khan like you had fallen, proving how weak and feeble your people were.
Every day for a month was a fight for your survival, as they forced you eat food that was poisoned, old, and rotten. The days you did eat, you felt gravely ill, and could hardly move. When you didn't eat, they brought you to a wrestling circle, and you had to fight their warriors for something to drink.
You killed a dozen of them by snapping their necks like twigs before they stopped letting you out of the tent that was your prison. Theyhad denied you food altogether for days, and barely getting enough water to make it through the day.
On days they were moving, they made sure you moved with them, dragging you across the steppe plains, further and further away from your homeland… from your father. Each day you had been getting a little bit weaker as blood oozed from your feet, as they had stolenyour shoes and gave you rags.
Then night fell on the thirty-second day. They had grown tired of you and they had met with other Khans, who examined you like a boar ready for the slaughter.
What little they said you understood. That you were nothing more then a drain on their resources, and they wanted to be far enough away from the Rus to execute you for the crimes of your father and grandfather.
As the sun fell, and when the Khans had spoken to the other one, the sounds of thundering hoof steps filed your ears and the screams of thousands of men. You had thought it was another Mongol clan... Until you heard the battle cry. "FOR THE MOTHERLAND!"
In your tent, you could do nothing but sit, chained to a pole with the heaviest ropes that you have ever felt. But death, like with your mother, was all around you. Then two boys came in, hiding with you and clutchingdaggers.
And you saw your father walk in, his sword and armor covered in blood, his helmet discarded to see better.
He didn't see them, and you were too surprised to see him to say anything, and too weak to do anything else but stare.
The first dagger strike went through his stomach, another went to his back, and he crumpled to the ground.
You were overcome with such rage that you broke your bindings and grabbed your father's sword. You didn't know why you killed one and let the other go, but you had kneeled next to your father and listened to him name you his heir.
A few days later, after your father had sent letters to tell his vassals that you were the new Grand Prince, he called you to his deathbed.
"Vasily." He said. "Swear to me that you kill the Mongols, the enemies of our fathers… To make our homeland safe for all time."
You swore on his name. And later that night, he died. You were the Grand Prince now… In name at least.
You still had a regent ruling until your majority and when you finish your education with your tutors.
Diplomacy: It was not your greatest skill… But it was a skill you had. You needed the lords of the Rus on your side.
Choose 1
[]Find a Chancellor: You need a diplomat who can meet the needs of the Rus. Cost: 50 Chance of success 100%. Reward: Your regent finds a chancellor. +1 to Diplomacy action. New actions become Available.
[]Call the lords of the Rus for a council: Your father was dead, and you needed to be sure they were loyal to you. Cost: 50 Chance of success: 70% Reward: Legitimacy and learning about the lords that serve under you. Less of a chance of rebellion occurring.
[]The Empire Still Stands: Your father paid homage the Emperor, and despite the empires increasing negligence of their eastern border, you still had to swear fealty in a timely manner or suffer the consequences. Cost: 0 Chance of success: 100% Reward: Legitimacy New diplomatic actions available. Less chance of the emperor sending in someone to replace you.
Martial: You need to finish your training, but you cannot allow the military to fall. You know what will happen if it does.
Choose 2
[]A Capable Commander: You need to have capable field commander who can advise and maintain a military force. Cost: 25 Chance of success: 70/50/20% Reward: A Commander joins your court, +1 martial action. New actions become Available.
[]An Army to Stand Against the Walls: You need to make sure that the forces of Novgorod that are under your command are an effective force. Cost: 100, Chance of Success 80% Reward: You know what your forces are.
[]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. They're transgression and the blood of your people will be paid with their own blood. Cost: 100 Chance of success: 25% Reward: The Mongols will not raid your territory.
[]Gather Bodyguards and Friends: Your Regent says that you need more friends… So you will gather a cabal of the finest young soldiers in Novgorod and make them your personal bodyguards. Cost: 50 Chance of success: 75% Reward: You have a group of bodyguards. Assassination rolls decreased by 10
Stewardship: The Rus' economy is not that well. But you can make it better.
Choose 1
[]Hire a Steward: You need to hire Steward to do the number work. Cost: 25 Chance of success: 60% Reward: You have a steward. +1 to Stewardship actions, New actions become available.
[]The Road System: You need to see the Road System for yourself, and see what needs to be done. Cost 75 Chance of success 45% Reward: You learn where the roads need to be maintained and repaired.
[]The Wealth of a Nation: the Rus is poor, but it has great potential. You need to find that potential. Cost 150 Chance of success 35% Reward: You send surveyors to find those mineral resources, and farmers to find ways to make the farmland more useful.
Intrigue: You have enemies everywhere.... You just need to know where to look.
Choose 1
[]A master of Shadows: You do not trust anyone… But you need an ally who can assist you in court. To help you. Maybe one day, you can trust that person. But they have to prove themselves first. Cost: 50 Chance of success: 60% reward: A spymaster, new action soon become avalible.
[]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost:100 Chance of success 50%. Reward: You learn who's spying on you.
[]What the hell is going on in the World: You need to set up a spy network...even a basic on to learn about other nation, The Empire, and especially the Mongols. Cost 100 Chance of success 55% reward: Spy's report Unlocked.
[]Food tasters: You never want to eat poisoned food again. You need a personal food taster at your meals.Cost: 20 Chance of success: 80% Reward: Assassination rolls decreased by 5.
Learning: You need to study.
Choose 1
[]Find an Advisor: You need someone to sort through all this stupid shite! Cost:0 Chance of success 80% Reward: +1 to learning action. New actions become Available.
[]Get Better: (Stewardship): You have to get better at Stewardship to better manage the Rus. Cost:0 Chance of success 80/40/20/10% Reward: Stewardship stat increases. The chance to gain a trait: ???
[]Get Better: (Learning): You need to get better at book work and studies. A Wise king is someone who comes once every few generations... At least that is what you've read. Cost:0 Chance of success 80/40/20/10% Reward: Learning stat increases. The chance to gain a trait: ???
[]Get better: (Intrigue) You need to get better at lying and at court. There are enemies all around you, you need to know how to find them. Cost:0 Chance of success 80/40/20/10% Reward: Intrigue stat increases. The chance to gain a trait: ???
[]Get: Better (Martial): You need to get better at command if you are to beat the Mongols: Cost:0 Chance of success 80/40/20/10% Reward: Martial stat increases. The chance to gain a trait???
[]Get Better (Personal Combat) You need to get better with a blade, You have to.: Cost:0 Chance of success 80/40/20/10% Reward: Martial stat increases. Chance to gain Formidable Fighter: 10%
Personal: There are times you need to relax and enjoy yourself.
Choose 1
[]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.
[]Find a Suitable bride: You need to get a wife and have an heir as quickly as possible Cost 0 Chance of success: 100% Reward: Information on the most eligible bachelorettes in the Empire and abroad.
[]Visit your father's Grave: It hasn't even been a year... But you miss your father. Cost 0 Chance of success: 100% Reward: Somethings are said.
[]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: Vasily is under Regency, and does not have full access to all the actions available until he has an advisor to do it for him. Those restrictions will go away when he turns 16 and receives his military education.
Also, Please Vote in Plan Format.
Edit: There was a line in the story that was forgotten, but now it was placed back in.
Edit2: Thank you @Always Late for the edits.
You are Valily Aristov, and you wonder why you are still alive. In your mind, you played out what happened in your dreams. How you were taken… How you were treated… How you survived.
You remembered being ambushed and hit in the head by a club, knocking you to the ground. You remembered your mother's screams cease as an arrow pierced her heart and throat, and how her lifeless eyes stared at you. Terrified, cold and alone. The guards were trying to fight their way to you, but a net grabbed you and dragged you away.
The Mongols called you 'Khan', as you were technically a prince of the Rus, but it was not a sign of respect for your noble heritage. It was insulting, a derogatory that they labeled you with to show just how powerless you were. That a boy Khan like you had fallen, proving how weak and feeble your people were.
Every day for a month was a fight for your survival, as they forced you eat food that was poisoned, old, and rotten. The days you did eat, you felt gravely ill, and could hardly move. When you didn't eat, they brought you to a wrestling circle, and you had to fight their warriors for something to drink.
You killed a dozen of them by snapping their necks like twigs before they stopped letting you out of the tent that was your prison. Theyhad denied you food altogether for days, and barely getting enough water to make it through the day.
On days they were moving, they made sure you moved with them, dragging you across the steppe plains, further and further away from your homeland… from your father. Each day you had been getting a little bit weaker as blood oozed from your feet, as they had stolenyour shoes and gave you rags.
Then night fell on the thirty-second day. They had grown tired of you and they had met with other Khans, who examined you like a boar ready for the slaughter.
What little they said you understood. That you were nothing more then a drain on their resources, and they wanted to be far enough away from the Rus to execute you for the crimes of your father and grandfather.
As the sun fell, and when the Khans had spoken to the other one, the sounds of thundering hoof steps filed your ears and the screams of thousands of men. You had thought it was another Mongol clan... Until you heard the battle cry. "FOR THE MOTHERLAND!"
In your tent, you could do nothing but sit, chained to a pole with the heaviest ropes that you have ever felt. But death, like with your mother, was all around you. Then two boys came in, hiding with you and clutchingdaggers.
And you saw your father walk in, his sword and armor covered in blood, his helmet discarded to see better.
He didn't see them, and you were too surprised to see him to say anything, and too weak to do anything else but stare.
The first dagger strike went through his stomach, another went to his back, and he crumpled to the ground.
You were overcome with such rage that you broke your bindings and grabbed your father's sword. You didn't know why you killed one and let the other go, but you had kneeled next to your father and listened to him name you his heir.
A few days later, after your father had sent letters to tell his vassals that you were the new Grand Prince, he called you to his deathbed.
"Vasily." He said. "Swear to me that you kill the Mongols, the enemies of our fathers… To make our homeland safe for all time."
You swore on his name. And later that night, he died. You were the Grand Prince now… In name at least.
You still had a regent ruling until your majority and when you finish your education with your tutors.
Diplomacy: It was not your greatest skill… But it was a skill you had. You needed the lords of the Rus on your side.
Choose 1
[]Find a Chancellor: You need a diplomat who can meet the needs of the Rus. Cost: 50 Chance of success 100%. Reward: Your regent finds a chancellor. +1 to Diplomacy action. New actions become Available.
[]Call the lords of the Rus for a council: Your father was dead, and you needed to be sure they were loyal to you. Cost: 50 Chance of success: 70% Reward: Legitimacy and learning about the lords that serve under you. Less of a chance of rebellion occurring.
[]The Empire Still Stands: Your father paid homage the Emperor, and despite the empires increasing negligence of their eastern border, you still had to swear fealty in a timely manner or suffer the consequences. Cost: 0 Chance of success: 100% Reward: Legitimacy New diplomatic actions available. Less chance of the emperor sending in someone to replace you.
Martial: You need to finish your training, but you cannot allow the military to fall. You know what will happen if it does.
Choose 2
[]A Capable Commander: You need to have capable field commander who can advise and maintain a military force. Cost: 25 Chance of success: 70/50/20% Reward: A Commander joins your court, +1 martial action. New actions become Available.
[]An Army to Stand Against the Walls: You need to make sure that the forces of Novgorod that are under your command are an effective force. Cost: 100, Chance of Success 80% Reward: You know what your forces are.
[]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. They're transgression and the blood of your people will be paid with their own blood. Cost: 100 Chance of success: 25% Reward: The Mongols will not raid your territory.
[]Gather Bodyguards and Friends: Your Regent says that you need more friends… So you will gather a cabal of the finest young soldiers in Novgorod and make them your personal bodyguards. Cost: 50 Chance of success: 75% Reward: You have a group of bodyguards. Assassination rolls decreased by 10
Stewardship: The Rus' economy is not that well. But you can make it better.
Choose 1
[]Hire a Steward: You need to hire Steward to do the number work. Cost: 25 Chance of success: 60% Reward: You have a steward. +1 to Stewardship actions, New actions become available.
[]The Road System: You need to see the Road System for yourself, and see what needs to be done. Cost 75 Chance of success 45% Reward: You learn where the roads need to be maintained and repaired.
[]The Wealth of a Nation: the Rus is poor, but it has great potential. You need to find that potential. Cost 150 Chance of success 35% Reward: You send surveyors to find those mineral resources, and farmers to find ways to make the farmland more useful.
Intrigue: You have enemies everywhere.... You just need to know where to look.
Choose 1
[]A master of Shadows: You do not trust anyone… But you need an ally who can assist you in court. To help you. Maybe one day, you can trust that person. But they have to prove themselves first. Cost: 50 Chance of success: 60% reward: A spymaster, new action soon become avalible.
[]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost:100 Chance of success 50%. Reward: You learn who's spying on you.
[]What the hell is going on in the World: You need to set up a spy network...even a basic on to learn about other nation, The Empire, and especially the Mongols. Cost 100 Chance of success 55% reward: Spy's report Unlocked.
[]Food tasters: You never want to eat poisoned food again. You need a personal food taster at your meals.Cost: 20 Chance of success: 80% Reward: Assassination rolls decreased by 5.
Learning: You need to study.
Choose 1
[]Find an Advisor: You need someone to sort through all this stupid shite! Cost:0 Chance of success 80% Reward: +1 to learning action. New actions become Available.
[]Get Better: (Stewardship): You have to get better at Stewardship to better manage the Rus. Cost:0 Chance of success 80/40/20/10% Reward: Stewardship stat increases. The chance to gain a trait: ???
[]Get Better: (Learning): You need to get better at book work and studies. A Wise king is someone who comes once every few generations... At least that is what you've read. Cost:0 Chance of success 80/40/20/10% Reward: Learning stat increases. The chance to gain a trait: ???
[]Get better: (Intrigue) You need to get better at lying and at court. There are enemies all around you, you need to know how to find them. Cost:0 Chance of success 80/40/20/10% Reward: Intrigue stat increases. The chance to gain a trait: ???
[]Get: Better (Martial): You need to get better at command if you are to beat the Mongols: Cost:0 Chance of success 80/40/20/10% Reward: Martial stat increases. The chance to gain a trait???
[]Get Better (Personal Combat) You need to get better with a blade, You have to.: Cost:0 Chance of success 80/40/20/10% Reward: Martial stat increases. Chance to gain Formidable Fighter: 10%
Personal: There are times you need to relax and enjoy yourself.
Choose 1
[]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.
[]Find a Suitable bride: You need to get a wife and have an heir as quickly as possible Cost 0 Chance of success: 100% Reward: Information on the most eligible bachelorettes in the Empire and abroad.
[]Visit your father's Grave: It hasn't even been a year... But you miss your father. Cost 0 Chance of success: 100% Reward: Somethings are said.
[]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: Vasily is under Regency, and does not have full access to all the actions available until he has an advisor to do it for him. Those restrictions will go away when he turns 16 and receives his military education.
Also, Please Vote in Plan Format.
Edit: There was a line in the story that was forgotten, but now it was placed back in.
Edit2: Thank you @Always Late for the edits.
Last edited: