[] [Iserlohn] It's dawn and the fort is in chaos.
[] [Iserlohn] It's midday and the fort gates are open.
[] [Iserlohn] It's dusk and the fort is burning.
"This is not going well." An unwelcome thought keeps surfacing in your head. But now is not the time for introspection:
[] [Now] You are leading a charge to break out of Thran encirclement, your best troops rushing alongside you. (Champion: It is now possible to convert Momentum to Morale and maintaining Morale is slightly less costly.)
[] [Now] You are walking uneasily through the middle of Thran encampment, an instrument of surrender in your hands. (Maverick: Generate 1 momentum anytime an Agent fails at their assigned Task.)
[] [Now] You are hurrying people across an exposed section of an escape path, a plain burlap sack resting on your back. (Provisioner: Generate 1 Supply per turn and reduce the difficulty of all supply Tasks by 1.)
[] [Now] You are busy receiving reports from and giving orders back to messengers streaming in and out of your command post, a tactical map unfurled on a nearby table. (Condottiero: If at least two Agents are assigned to military Tasks in any given turn, reduce the difficulty of these Tasks by 1.)
"How is it possible we ended up in this situation?" your mind remains unfocused. It's been only a few weeks since it all started. You were
[] [Then] deep in Bitter Reaches, a remote coastal highland dotted with small hunting and fishing communities.
[] [Then] on the cultivated outskirts of Carlotaru, a bustling coastal port established by now-defunct Corriente Empire.
[] [Then] near the fork of Southfury River where the Stahl mountains meet the Antecorvela prairies.
Gain +2 Momentum for each write-in (this replaces the usual Write-in and Synergy/Initiative bonuses mentioned a few paragraphs below). Write-ins don't have to be new choices (descriptions of scenery etc. are perfectly okay) and it does not matter whether a write-in will be voted in - just posting it is enough to claim this bonus.
***
This quest is basically about settlement management. You may ask why is it called Faction Survival Quest and not Settlement Management Quest. Well, the settlement can actually be a moving caravan and also more often then not this will feel like an uphill battle where you will have to choose what and how will you lose instead of expanding.
This first part of quest, in which we establish our initial traits, companions, Agents, supplies etc., may feel different cause it will be played out on bigger backdrop. In any case, let's just dive in.
Quick and dirty overview of mechanics
Momentum: Banked resource. Use 1 Momentum to reduce difficulty of any Task by 1 (then 2/3/4 etc. Momentum to further reduce the difficulty of that Task by additional 1). Momentum can be released only by a write-in. Agents: Your companions and other singular characters along with units they lead. Represented as dice, usually have traits. Upkeep: Each turn, 1 unit/agent requires Supplies equal to their maximum dice sides. For example, 4d4 requires 4 supplies per turn, 1d4 also requires 4 supplies, 2d8 requires 8 supplies, 3d12 requires 12 supplies etc. Disbanding: Rolling 1 while using any Agent will reduce all of that Agent's dice by 2. This represents battlefield casualties, desertions, loss of equipment and other reasons for lessened efficiency. You can restore an Agent's dice by ordering them to Rest. Morale: Low morale will cause Disbands to trigger also while rolling 2 or even 3.
How to play
Assign Agents to Tasks, then roll the dice for each Agent you assigned. Only the first rolled dice for any given Agent is taken into account, regardless of votes.
Bonuses (everyone can claim each of these once per turn): Write-in bonus: If you write-in (at least a few sentences), you can roll any Agent of your choice. This bonus roll is exempt from Disband mechanic and will be added to that Agent's usual roll (effectively doubling their Task potential). Only one write-in bonus can be activated for any given Agent. It does not matter whether your write-in will be voted in (or whether it is a new option or action/scenery description or other fluff) - just posting it is enough to claim this bonus. However, meta write-ins do not entitle to this bonus. Synergy/Initiative bonus: If you supplement someone else's vote with your own vote or write-in, you can lower difficulty of one relevant Task by 1. If you are the first or second to post (no one to mention), lower the difficulty by 2 instead.
[X] [Iserlohn] It's midday and the fort gates are open.
[X] [Now] You are busy receiving reports from and giving orders back to messengers streaming in and out of your command post, a tactical map unfurled on a nearby table. (Condottiero: If at least two Agents are assigned to military Tasks in any given turn, reduce the difficulty of these Tasks by 1.)
[X] [Then] deep in Bitter Reaches, a remote coastal highland dotted with small hunting and fishing communities.
[X] [Iserlohn] It's midday and the fort gates are open.
[X] [Now] You are hurrying people across an exposed section of an escape path, a plain burlap sack resting on your back. (Provisioner: Generate 1 Supply per turn and reduce the difficulty of all supply Tasks by 1.)
[X] [Then] on the cultivated outskirts of Carlotaru, a bustling coastal port established by now-defunct Corriente Empire.
[X] [Iserlohn] It's midday and the fort gates are open.
[X] [Now] You are busy receiving reports from and giving orders back to messengers streaming in and out of your command post, a tactical map unfurled on a nearby table. (Condottiero: If at least two Agents are assigned to military Tasks in any given turn, reduce the difficulty of these Tasks by 1.)
[X] [Then] deep in Bitter Reaches, a remote coastal highland dotted with small hunting and fishing communities.
[X] [Iserlohn] It's midday and the fort gates are open.
[X] [Now] You are busy receiving reports from and giving orders back to messengers streaming in and out of your command post, a tactical map unfurled on a nearby table. (Condottiero: If at least two Agents are assigned to military Tasks in any given turn, reduce the difficulty of these Tasks by 1.)
[X] [Then] deep in Bitter Reaches, a remote coastal highland dotted with small hunting and fishing communities.
[x] [Iserlohn] It's dusk and the fort is burning.
[x] [Now] You are leading a charge to break out of Thran encirclement, your best troops rushing alongside you. (Champion: It is now possible to convert Momentum to Morale and maintaining Morale is slightly less costly.)
[x] [Then] on the cultivated outskirts of Carlotaru, a bustling coastal port established by now-defunct Corriente Empire.
[X] [Iserlohn] It's midday and the fort gates are open.
[X] [Now] You are hurrying people across an exposed section of an escape path, a plain burlap sack resting on your back. (Provisioner: Generate 1 Supply per turn and reduce the difficulty of all supply Tasks by 1.)
[X] [Then] on the cultivated outskirts of Carlotaru, a bustling coastal port established by now-defunct Corriente Empire.
[X] [Iserlohn] It's dusk and the fort is burning.
[X] [Now] You are walking uneasily through the middle of Thran encampment, an instrument of surrender in your hands. (Maverick: Generate 1 momentum anytime an Agent fails at their assigned Task.)
[X] [Then] near the fork of Southfury River where the Stahl mountains meet the Antecorvela prairies.
Because the idea of the fort burning and the MC thinking "this is not going well" is hilarious. Besides, that would explain the surrender: our home is literally burning.
Carlotaru and parts of Bitter Reaches and Stahl Mountains constitute the Iserlohn Compact. Whoever controls the fort also controls the Iserlohn Pass which, between Kerusian Wilds and Stahl Mountains, is perhaps the only known route connecting Itaka with the wider Almir.
Antecorvela, a former sister colony of Carlotaru and its contemporary rival has never been invited to take part in the Compact. The two coastal cities are engaged in covert game of influence in the Stahl Mountains, trying to entice or coerce the various Stahl micro-nations and tribes to join their respective alliance systems.
[X] [Iserlohn] It's midday and the fort gates are open.
[X] [Now] You are busy receiving reports from and giving orders back to messengers streaming in and out of your command post, a tactical map unfurled on a nearby table. (Condottiero: If at least two Agents are assigned to military Tasks in any given turn, reduce the difficulty of these Tasks by 1.)
[X] [Then] on the cultivated outskirts of Carlotaru, a bustling coastal port established by now-defunct Corriente Empire.
...running i have to keep running,is that? dont turn around justRUN.
Isaac focused on the way in front of him, making sure not to fall. which was a lot harder with his sister riding on his back. which wasnt perfect given that a stray arrow could hit her anytime, but it made for faster running. It had all been going so well. father and mother both finally had jobs, allowing helen(his sister) to study storing and for him to learn a craft. Helen had the gift since the day she was born, she was the hope for their family to become something more, now she was the only thing standing between him and death as a hungry refugee.
Of course that wasnt the reason he carried her.Nor was he risking his own life because mother and father told him so in their last moments.
He loves his sister, always had, and he would run a hundred miles to keep her safe.
does it have to be longer? i can make a second part or a longer one
also storing is stolen from mistborn
i will explain later even through its pretty obvious
I'm gonna tally the votes tomorrow and after that it may take me a while to produce an update, but I'll get it out eventually.
@Narasan perhaps too restrictive for our main character, but definitely good for a companion! Length is good - anything beyond a few sentences is cool.
He panted with exhaustion, barely putting one foot in front of the other. Even the screams behind him couldnt give him the push he needed to get him safe. He had no choice, no matter how much he hated it, he stopped.
"Helen. I need your help."
"Mommy..."
"Helen im sorry, but we have to get safe. Please."
"I-I dont know if...."
"Helen, listen, I need you to concentrate. Look inside you.You should still have some strength and speed.I need it.Please give me all you have."
"I-You-You will only get a bit more but..."
"I wont get much, but every bit helps, if you use it on yourself you get more, but you wont survive alone. I can carry you, but if you carry me you will use up everything in moments!Come on we dont have time!"
".......Ok"
He could feel it. His numb muscles filled with power. He took a step and marveled at how he seemed to run.This wasnt the time!
He ran, faster than ever before. The gate was in front of him. He jumped over a barricade as if it wasnt even there. The power was already leaving him. He collaüsed near a wagon. From this place they could join any organised retreat.He just..had...to....stay.....awak-
Winning votes:
[X] [Iserlohn] It's midday and the fort gates are open.
[X] [Now] You are busy receiving reports from and giving orders back to messengers streaming in and out of your command post, a tactical map unfurled on a nearby table. (Condottiero: If at least two Agents are assigned to military Tasks in any given turn, reduce the difficulty of these Tasks by 1.)
[X] [Then] on the cultivated outskirts of Carlotaru, a bustling coastal port established by now-defunct Corriente Empire.
working on update...
Adhoc vote count started by Gurokaze on Jul 4, 2020 at 9:25 AM, finished with 17 posts and 8 votes.
[X] [Iserlohn] It's midday and the fort gates are open.
[X] [Now] You are busy receiving reports from and giving orders back to messengers streaming in and out of your command post, a tactical map unfurled on a nearby table. (Condottiero: If at least two Agents are assigned to military Tasks in any given turn, reduce the difficulty of these Tasks by 1.)
[X] [Now] You are hurrying people across an exposed section of an escape path, a plain burlap sack resting on your back. (Provisioner: Generate 1 Supply per turn and reduce the difficulty of all supply Tasks by 1.)
[x] [Now] You are leading a charge to break out of Thran encirclement, your best troops rushing alongside you. (Champion: It is now possible to convert Momentum to Morale and maintaining Morale is slightly less costly.)
[X] [Now] You are walking uneasily through the middle of Thran encampment, an instrument of surrender in your hands. (Maverick: Generate 1 momentum anytime an Agent fails at their assigned Task.)
Please pick a location and affiliation of our main character to complete chargen. Location is used for character origin and as inspiration for write-ins. Affiliation will determine starting morale, supplies, momentum and agents/units. I also included some example agent/unit compositions and backgrounds to give a better idea what each affiliation choice may represent.
I'll try to incorporate all write-ins into background but no promises.
Write-in bonus: +4 dice to total agent strength and +8 supplies for each write-in. Write-ins don't have to be new choices (descriptions of background, scenery, agents, units etc. are perfectly okay) and it does not matter whether a write-in will be voted in - just posting it is enough to claim this bonus. Max. one bonus per poster and meta posts do not qualify. Synergy bonus: +3 dice to total agent strength and +6 supplies if you complement someone else's write-in with your own. It does not matter whether a write-in will be voted in - just posting it is enough to claim this bonus. Max. one bonus per poster and meta posts do not qualify.
Upkeep calculation: Each turn, 1 unit/agent requires supplies equal to their maximum dice sides. For example, 4d4 requires 4 supplies per turn, 1d4 also requires 4 supplies, 2d8 requires 8 supplies, 3d12 requires 12 supplies etc.
?? (Condottiero: If at least two Agents are assigned to military Tasks in any given turn, reduce the difficulty of these Tasks by 1.)
Pick a location and affiliation: [] [Location] Iserlohn Fort
Sitting between Kerusian Wilderness and Stahl Mountains, overlooking Iserlohn pass and Iserlohn lake. Political center of Iserlohn Compact. Whoever controls Iserlohn controls perhaps the only known route connecting Itaka with the wider Almir. Inhabited mostly by Stahlmen, economy centered around providing lodging and associated services to merchants and garrison.
[] [Location] Kerusian Wilderness
Vast region north of Kerusian River, under control of elusive and hostile elves. Strange creatures and mystical phenomena are commonplace. The deeper you go the higher the chance you will never return. If there's a place for exiles, adventurers, wanderers, fortune-finders and outcasts, this is it.
[] [Location] Bitter Reaches
Remote coastal highland dotted with small hunting and fishing communities. Flanked by Kerusian Wilderness on one side and sea on the other. Indigenous population mixed with Corriente immigrants. Provides lumber, fur, hides, meat, wool, honey, walrus ivory, whalebone etc. for Calrotaru. Settlement names: Kamoto, Rikai, Mizuru, Kizawa, Iluvia, Azucenta, Muran, Tensia, Maibai, Kuseiyo, Niizawa, Kogano, Fabriela, Tadela, Kazucensia, Motomo.
[] [Location] Carlotaru
Former colony of Corriente Empire, now independent city-state. Located at the mouth of southern fork of Kerusian River, where it flows into Bay of Mists. Biggest constituent of Iserlohn Compact. Gentle hills with wheatfields and vineyards are nearby.
[] [Location] Antecorvela
Former colony of Corriente Empire, now the biggest city in Itaka and main rival of Carlotaru. To the north is Bay of Mists, to the south Antecorvelian Prairies which give way to Pustina.
[] [Location] Pustina
Wastelands and deserts located to the south of Antecorvela, abundant in ancient ruins. Oases fed by Southfury River are inhabited mostly by gnomes which call themselves Kuvakku.
[] [Location] Stahl Mountains
Alpine region populated by rough Stahlmen which are organized into tribes and micro-nations.
[] [Location] Kilsfjorden
Remote, barely hospitable islands bordering Kerusian Wilderness. The closest civilized land is Bitter Reaches in the southeast.
[] [Affiliation] Mercenary
Starting stats:
mediocre morale (rolling 1 and 2 results in disband)
48 + 6d3 supplies
8 momentum
agent strength total 16, mostly well-trained, experienced troops; example composition (30 base upkeep per turn):
1d12 Heavy Cavalry
1d10 Horse Archers
1d8 Mounted Skirmishers
supply elements, camp followers (no associated dice)
example backgrounds:
Carlotaru merchant family dabbling into politics, hiring foreign Janissary outfit to protect their investments
disgraced mercenary company from Kilsfjorden smelling opportunity for plunder
Stahl tribe on a long-term contract with Iserlohn
[] [Affiliation] Local militia
Starting stats:
high morale (rolling 1 results in disband)
22 + 4d4 supplies
4 momentum
agent strength total 24, almost all inexperienced troops, example composition (14 base upkeep per turn):
4d4 village youth
3d4 village youth
2d6 poachers
supply wagons, families (no associated dice)
example backgrounds:
retired general rallying peasants from surrounding villages
persecuted outcasts putting away their differences and joining in with the rest of countryside
settlement established under religious license making its stand
[] [Affiliation] Regulars
Starting stats:
mediocre morale (rolling 1 and 2 results in disband)
53 + 2d4 supplies
2 momentum
agent strength total 31, mostly well-trained troops, example composition (30 base upkeep per turn):
3d8 Regular Infantry
1d10 Heavy Cavalry
2d6 Mounted Infantry
2d6 Archers
camp followers, smiths, carpenters, carters and other support elements (no associated dice)