Monster Blood Tattoo Quest: Tales from the Half-Continent

[X]Jacksword - 3 Sous: A one-handed, single-edged weapon that is popular among frontiersmen for its versatility. It can slash through undergrowth like a machete, and the blunt edge is useful for fighting opponents wearing proofing, as crushing damage is unhindered by it.

[X]Investigating the status of Haltmire: If the Warden-General truly has gone mad, he needs to be replaced right away. The situation on the Highroad will only get worse if Haltmire is unable to keep the monsters of the Ichormeer in check. If you manage to resolve this, all your other problems will become markedly simpler. You can only hope it doesn't come too late.

Alright everyone! I'm joining this quest! Know nothing about the novels but whatever. For the glory of the people (not the emperor ;)), these roads will be clear of all evils, human or monster!
 
Vote Closed. Tally will take a bit longer than usual due to me being busy irl but I believe Fortifying the road has it on the priorities front.

Edit: The winner of the priorities vote is Fortifying the road. Our purchases are: Long Rifle, Thrombis X2, Proofed Leggings, and Jacksword - for a total of 14 Sous.

Update will be Monday evening ~6:00 PM EST
 
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Post 7 - The Works of Man
QM's note: Happy Holidays everyone!

___


With your new possessions safely stowed on your person, you start to feel a bit better about the mess the Marshal has dropped on your lap. Even now though, you can't help but feel a bit apprehensive about venturing forth. The lands west of the Wight were declared fenceland some thirty years back, but everything east remains true ditchland - wild and dangerous. You've only been this way once before, on a tour of the entire road when you were first taken on; Agent Häla works this portion of the road from Haltmire. The land around you seems to have grown more severe somehow, the woods dark and tangled, the hills grey and uninviting. You feel a twinge of relief as you pull into your first stop, Wighthall.

Wighthall looks to be a fairly dull place, with nothing in particular standing out about its structure. Consisting of a solid looking keep surrounded by a curtain wall that encloses the coachyard, it sits at a bend in the road, keeping a lonely vigil over the landscape. After a quick discussion with the Major-of-House you set to inspecting the battlements. At first you find yourself unable to produce any criticism of the design beyond that it's a bit small, but after taking some measurements with your level, you make an alarming discovery. A portion of the southern wall appears to have sunk slightly, and a quick inspection reveals that the ground appears to be giving way beneath the foundation! It doesn't seem to have compromised the wall's integrity yet, but that will change as time passes. Going outside to inspect the problem from that side, you find another problem - a small hill with a hollow on its reverse slope that could offer protection in defilade from anyone firing from the cothouse walls. A more detailed assessment offers a tantalizing solution - if you could put a bastion on that hill, it would have a commanding view over the otherwise flat terrain. Two options come to mind for the construction - either you can expand the walls to include the hill, avoiding the potential sinkhole and integrating it into your defences, or you could simply cap it with a free-standing tower, a quicker and simpler option that will cover any potential weaknesses in the defences. You also consider ignoring the hill and focusing on rebuilding the wall, which shouldn't take much time for the garrison to complete.

[]Set the Lighters to repairing the failing wall segment: You'll need to take down at least part of the current wall to do it but this can't be left as-is, and it should be quick.
-[]Use a CoP to hire additional workers (You have 3)
[]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.
-[]Use a CoP to hire additional workers (You have 3)
[]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
-[]Use a CoP to hire additional workers (You have 3)
[]Write in

(Vote for one option only please.)

You only have time to supervise the beginning of the construction before you depart for your next stop on the road, Ashenstall. While you travel, you start to notice a prickling on the back of your neck - a frission that comes and goes, playing on your nerves. Once, you think you see eyes in a large boxthorn growing by the side of the road. A threwd is working over the land, though it seems fairly weak at the moment. You doubt it will remain that way as you grow closer to the Ichormeer.

If Wighthall was dull, Ashenstall is inspiring. Nestled into a small canyon in the cliffside a short distance off the road, it appears to you as a masterwork of defensive engineering. Protected by a spike filled moat and a thick and sturdy wall, the cothouse itself is actually carved into the cliff face, the rock riddled with loopholes and firing slits. Underneath the wall is a series of gastrines powering an ingenious mechanism that allows the cannons above to rotate in an arc, allowing them to rapidly retarget after they fire, though you're led to understand it takes a short while for the system to 'wind up' at first. The only potential weakness you can think of is if a group of monsters somehow managed to win their way down the cliff face - something you scarce believe possible. Anything attempting the descent could be picked off at leisure by the defending lighters unless it jumped, and no human could survive the fall. Still, you have to wonder if there's something to be done - if the monsters somehow managed to climb down unnoticed they would cause havoc in the cothouse. You draw up some plans for a series of spike strips to discourage unsanctioned mountaineering, and identify some areas that might be smoothed or filled in to prevent climbers from finding purchase there. It all seems incredibly unlikely though. A large part of you feels that the time is better spent improving the existing defences - making the wall a bit higher, the moat a bit deeper, adding more spikes and traps - this place could be a fortress to rival any other along the road with a little work.

[]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
-[]Use a CoP to hire additional workers (You have 3)
[]Set the Lighters to strengthening the existing defences: Ashenstall is already a well defended cothouse. With some effort, you can make it nigh impregnable.
-[]Use a CoP to hire additional workers (You have 3)
[]Write in

(Vote for one option only please.)
Adhoc vote count started by Shebe Zuu on Dec 26, 2017 at 5:40 AM, finished with 8 posts and 6 votes.

  • [X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
    [X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
 
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[X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
-[X]Use a CoP to hire additional workers (You have 3)
[X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.


Quick and sturdy without leaving a gap during which its vulnerable. Also speed it up. Just patching the wall won't do it, the subsidence points to something wrong with the foundation.

For the cliff...it needs work but is in no rush. Defensible enough on its own.
 
[X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.

-[X]Use a CoP to hire additional workers (You have 3)

[X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.

I absolutely love this series and I'm exstatic that someone is running a quest set in it! I'm just sad we didn't get to play as a Lazar.
 
[X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.

-[X]Use a CoP to hire additional workers (You have 3)

[X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
 
[X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.

-[X]Use a CoP to hire additional workers (You have 3)

[X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
 
On Gastrines
Gastrines​
Gastrines are biological engines used to power ships, factories, and other things with kinetic energy. A gastrine is generally grown within a great box of wood bound with metal, hooked up to a cam-shaft in order to generate energy. A series of gastrines is known as a gastrine pull (or simply a pull). The creature inside the gastrine is a kind of senseless animal grown from basic living matter onto wooden protrusions inside the box known as bones, eventually forming a complete organ. Through special hatches a gastrine is fed a series of meals each day, and a sluice underneath allows waste to be expelled. Eventually, a gastrine may die of damage or old age. When this happens, the other gastrines on the pull may behave sluggishly for a while. Some say this is the gastrines mourning their comrade. Others say this is daft. Gastrines are managed by a gastrineer, working to keep the gastrines fed and healthy.
Adhoc vote count started by Shebe Zuu on Dec 26, 2017 at 4:39 AM, finished with 8 posts and 6 votes.

  • [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
    [X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.
 
[X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
-[X]Use a CoP to hire additional workers (You have 3)

Need to work fast on that one, if there is a possibility that monsters made it past the dedicated fortress.

[X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
 
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[X]-Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.

-[X]Use a CoP to hire additional workers (You have 3)

[X]-Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.

Building on the land mark seems like a good idea to me, if it's going to be there, we may as well make it work for us.

As for the cliff, while a super forted up fortress would be nice, leaving a vulnerable gap in the defenses, kind of makes my neck hairs rise up.

Overall, I feel like this is a pretty good combo for what where trying to accomplish here.
 
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[X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.

-[X]Use a CoP to hire additional workers (You have 3)

[X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
Adhoc vote count started by sidestory on Dec 26, 2017 at 5:48 AM, finished with 9 posts and 7 votes.

  • [X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
    [X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.

Adhoc vote count started by sidestory on Dec 26, 2017 at 1:04 PM, finished with 11 posts and 8 votes.

  • [X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
    [X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
 
[X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.

-[X]Use a CoP to hire additional workers (You have 3)

[X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
 
Vote closed. Tally shortly.

Edit: Update will be 6:00 PM EST Tonight.

We're going to expand the wall at Wighthall with some extra help assisting:

  1. [X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.
    -[X]Use a CoP to hire additional workers (You have 3)
    Number of voters: 5
    No7sHere, egexxx, Sam Nussbaum, sidestory, wingstrike96
  2. [X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
    -[X]Use a CoP to hire additional workers (You have 3)
    Number of voters: 3
    veekie, Nevill, Envy34
And by unanimous vote, we're going to make future rock climbers very angry:

[X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
Number of voters: 8
veekie, Nevill, Envy34, No7sHere, egexxx, Sam Nussbaum, sidestory, wingstrike96
Adhoc vote count started by Shebe Zuu on Dec 27, 2017 at 8:30 AM, finished with 12 posts and 8 votes.

  • [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.
    [X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.

Adhoc vote count started by Shebe Zuu on Dec 27, 2017 at 8:31 AM, finished with 12 posts and 8 votes.

  • [X]Set the Lighters to emplacing spikes and smoothing rock: With a little effort, you can turn a descent down the cliffside from very difficult to impossible.
    [X]Set the Lighters to expanding the wall: It'll take longer than just repairing the existing wall, but this will eliminate the potential defilade and strengthen the defences greatly while avoiding the sinkhole.
    -[X]Use a CoP to hire additional workers (You have 3)
    [X]Set the Lighters to building a bastion tower on the small rise: This will be quicker than expanding the wall, and won't require you to knock a hole in Wighthall's defences for construction. It also eliminates your defilade problem, but it might be overrun in a siege.
    -[X]Use a CoP to hire additional workers (You have 3)
 
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Post 8 - Propositioned
QM's Note: If there's anything specific you'd like an info post on, please let me know.

__


A deep fog sits upon the road as you depart from Ashenstall. The threwd has gotten worse overnight - you and the other occupants of the carriage find your hands straying towards your weapons, eyes straining to make out shapes in the gloom. The atmosphere has affected the drivers too - what starts out as a cautious pace becomes a swift and bumpy ride down the pike, with only the glow of the lanterns as a guide. A general sigh of relief is heard as you clatter through the gates of Patrishalt. There is some commotion in the courtyard as you arrive, a lampsman gesticulating wildly at the Major-of-House.

"-A full platoon! I've never seen prints so large!"

"Calm yourself, Lampsman. Whatever it was that did it, there's no chance of us finding it in this mess without a Leer."

You take the opportunity to interject - "Is there a problem I should be aware of?"

The Major startles - "Agent! What brings you this far east? Ah, it doesn't matter. This is as far as you'll be going tonight, I'm afraid. Some massive monster tore up a portion of the Highroad between us and Cripplebolt, broke all the lamps. Can't let anyone through till we fix it, probably by tomorrow."

"We only found the prints it made," the Lighter adds - "Biggest I've ever seen. I reckon I'd take at least two squads to take it down, or a skilled hunter."

"I'll write to the Marshal, see if he can draw up a contract. A marauder like that is a threat to the entire road. Speaking of which - I've come to inspect the state of the road's defences. Would you care to show me around, Major?"

A quick tour is arranged and you immediately spot a problem. Patrishalt's bastion towers are of an older rounded type - the design of which creates a small dead zone underneath the towers themselves that can't be fired upon by the guns. Redesigning them into the diamond shape now favored among architects would be the clear solution. Other than that, the cothouse's design is of the same simple yet sturdy nature of most others along the road - a central keep and a walled courtyard. While you wait for the fog to complete your inspection, the Major-of-House chatters about the troubles and tribulations suffered at the far end of the road. You've almost tuned him out when he mentions something that perks your attention - apparently a shipment of proofing intended for the garrison here was recently 'requisitioned' by the Master-of-Clerks for some unspecified urgent cause elsewhere in the Empire, leaving the troops here with worn-out protection. Thinking back to the Marshal's letter, this doesn't seem like the use he had in mind for the Certificates he issued you, but ensuring that the soldiers along the road have the proper equipment certainly fits with the spirit of improving the state of your defences.

[]You'll use a CoP to purchase new proofing for the garrison. (You have 2)
[]You'll save them for the construction of works, as the Marshal intended.

As the fog clears, you start to realize that the land around you is flat. Very Flat. So flat, in fact, that it almost reminds you of an artillery testing ground - and there an idea blossoms. With the help of your surveying equipment, you could create a system of accurate range markers around the cothouse, allowing the defenders to take precise aim at any approaching enemies. The cothouse's cannon would be able to make rapid corrections to their fall of shot, and it would remove the need to fire ranging shots. It would take a while to complete a project like this though.

[]You set to work reshaping the towers into a more efficient form: This will eliminate the blind spots their current design creates and improve their efficiency overall.
-[]Use a CoP to hire additional workers (You have 2)
[]You begin marking out a series of range markers around the fort: This will vastly increase the accuracy of the fort, particularly of its cannon. It may delay your journey though. You won't be able to use a CoP for this as the average worker doesn't have the skill to complete the job.
[]Write in


While you ponder your options you decide to spend some time at the small pub that's established itself within the walls, mingling with the other travellers stuck here for the night. You spend some time talking to a variety of merchants, homesteaders, and general riff-raff before retiring to a table. Quite suddenly, a woman you hadn't noticed slides into a seat next to you. A quick glance at the bright symbols on her vest confirms her as a calendar - A pistoleer most likely given the number of holsters she carries.

She regards you with a wry smile - "Enjoying yourself Agent? Or just pouring one out in the Emperor's name?"

"I don't think his Majesty begrudges his servants a good drink once in a while." You counter, then frown. "How did you know?"

"Well, you're wearing Imperial colors for one. Plus, you spent the whole day chatting with the Major. These eyes see a lot." She taps her head. Looking more closely you grasp why - her eyes are stained the telltale colors of a leer, the result of chemical enhancement. "If it makes you feel better, I'm Saphine, Calendar and leer. Now we both know something about each other."

"Yes, well… did you need something Miss Saphine? I have projects I need to plan-"

"I need a whole bunch of things. If you want to move to somewhere more private we can talk about it." Her tone is flirtatious but her face is deadly serious. "I may have something that would interest you."

Intrigued, you follow her outside into a darkened and quiet corner of the courtyard.

"I'm with the Sorathche." She states plainly. "We're a clave dedicated to hunting down necromancers. Like the one you've got set up out by Bleaklynche."

"What? There may be a fighting pit in the area, but we would have found any necromancer daring to practice so close to the road."

"Apparently not. All the work we've done in the area comes to the same conclusion - the beasts are flowing out, not in. They're being made here."

"Where would a necromancer even hide out here? The towns are too small for it to go unnoticed and the wilds are too dangerous. Everyone knows that the monsters have a fierce grudge against the fabricated."

"Dunno. That's where you come in. I know you Lighters keep track of the local settlers and bandits - their homes and hideouts, movements and all that, but they won't tell me. I think our fabricator is hiding 'off the beaten path', so to speak. You help me find him, and I'll help you out with your problems at Haltmire."

"That's not supposed to be public."

"HA! Good luck keeping that under wraps with the state of the road these days. I'd be surprised if the news hasn't reached Brandenbrass by now. So, do we have a deal?"

[]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.
[]No. This is ridiculous. She shouldn't even know half the things she told you tonight. You can't join up with someone you just met!
 
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[X]You'll save them for the construction of works, as the Marshal intended.
[X]You set to work reshaping the towers into a more efficient form: This will eliminate the blind spots their current design creates and improve their efficiency overall.
[X]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.

1. Can't help everybody and we still have tasks left, therefore spending even more founding, especially when the need is not particular dire, seems not really wise
2. While I wish we could redesign the whole thing, it apparently takes time, something we are short of, due to the other threats, maybe once they are dealt with we can return there and do it, but right now there are more pressing matters we have to attend to
3. While she knows far to much, we don't really have a reason to refuse her, beyond her knowing to much and given that is appears that she knows even about the other issues we were send to deal with, it might be wiser to travel with her and learn what she knows
 
[X]You'll save them for the construction of works, as the Marshal intended.
[X]You begin marking out a series of range markers around the fort: This will vastly increase the accuracy of the fort, particularly of its cannon. It may delay your journey though. You won't be able to use a CoP for this as the average worker doesn't have the skill to complete the job.
[X]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.
 
[X]You'll save them for the construction of works, as the Marshal intended.

[X]You set to work reshaping the towers into a more efficient form: This will eliminate the blind spots their current design creates and improve their efficiency overall.
-[X]Use a CoP to hire additional workers (You have 2)

[X]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.

Well, hopefully the reshaped towers make up for the lost protection. Damn autocracy!

Yeah, a companion, like a party from D&D!
 
[X]You'll save them for the construction of works, as the Marshal intended.
[X]You set to work reshaping the towers into a more efficient form: This will eliminate the blind spots their current design creates and improve their efficiency overall.
[X]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.
 
On Clementine and the Sub-Capitals
Clementine​
The Imperial capital of Clementine is far and away the biggest city in the Empire, housing nearly two million people within its many walls. Constructed a millenia ago on as a fortress on a prominent plateau, Clementine has been built inch by inch into a sprawling metropolis of granite and marble, with five rings of concentric fortifications. Considered to be one of the great wonders of the world in its own right, visiting the Clementine has become a pilgrimage of sorts for the well-to-do among the Empire, to admire one of mankind's finest works and hobnob with the highest of society.
The Sub-Capitals​
The Empire long ago realized that administering its vast territories from the Clementine directly was impossible. The creation of the Highroads has mitigated this somewhat but even now missives can take months to reach from the capital to the far reaches of the Empire. Instead, the Empire built the sub-capitals, manned by the massive Imperial bureaucracy, to serve as administrative centers in distant lands. In the south, the twin cities of the Considine and the Serenine enforce the Emperor's rule. In the east, his representatives hold court at the Campaline. The north of the Empire, known as the Seat, is administered from Clementine. These sub-capitals also serve as marshaling points for the Imperial Army, and dockyards for the Imperial Navy. These cities also contain palaces to house the Emperor on the rare occasions he ventures forth from the Seat to visit his other territories.
 
[X]You'll save them for the construction of works, as the Marshal intended.
[X]You begin marking out a series of range markers around the fort: This will vastly increase the accuracy of the fort, particularly of its cannon. It may delay your journey though. You won't be able to use a CoP for this as the average worker doesn't have the skill to complete the job.
[X]No. This is ridiculous. She shouldn't even know half the things she told you tonight. You can't join up with someone you just met!
 
[X]You'll save them for the construction of works, as the Marshal intended.
[X]You begin marking out a series of range markers around the fort: This will vastly increase the accuracy of the fort, particularly of its cannon. It may delay your journey though. You won't be able to use a CoP for this as the average worker doesn't have the skill to complete the job.
[X]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.

Since this is a giant plain improving the fort doesn't add much when you have a killzone to the horizon. Do it properly. Make use of the giant target range
 
Voting closed. Tally soon.

Edit: It would appear we have a tie over whether we want to Reshape the towers or start Rangefinding - I'm gonna call sudden death for it - next person to vote (or change their vote) takes it. Tie resolved. Rangefinding is the winner.

Elsewhere, we are going to be keeping the money in our pocket and it looks like we have our first companion.

Update will come tonight ~6:00 PM EST
Adhoc vote count started by Shebe Zuu on Dec 29, 2017 at 8:30 AM, finished with 10 posts and 6 votes.

  • [X]You'll save them for the construction of works, as the Marshal intended.
    [X]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.
    [X]You begin marking out a series of range markers around the fort: This will vastly increase the accuracy of the fort, particularly of its cannon. It may delay your journey though. You won't be able to use a CoP for this as the average worker doesn't have the skill to complete the job.
    [X]You set to work reshaping the towers into a more efficient form: This will eliminate the blind spots their current design creates and improve their efficiency overall.
    [X]No. This is ridiculous. She shouldn't even know half the things she told you tonight. You can't join up with someone you just met!
 
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