Turn 5: Hail to the Chief


"Let us never forget that government is ourselves and not an alien power over us. The ultimate rulers of our democracy are not a President and The Council, but the voters of this country."
-Hardim Stubtoe after the announcement of the election results

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Hail to the Chief

In a historic first, an elf named Adichi Nenil became the first democratically elected leader of the Republic of Sartosa via a landslide victory. Several dwarfs though, after losing their bid to create their own enclave, felt that the Council was intentionally ignoring their valid concerns. That and with an elf-led administration in place, they can see that things will just go downhill for the dwarf-folk and their grievances. Hence, no less than a dozen 'longbeards' marched in protest due to the 'marginalization' of the dwarven contribution to Sartosa. These dwarfs though were intercepted by members of the mostly human Equalists Bloc, where after an exchange of heated words, there was an exchange of fists. It was a short fight though, and while no one was killed, the humans were left bloody, battered and bruised while the victorious dwarfs marched on.

Luckily, the violence did not spread any further, as Blackaxe himself confronted his kin and tried to assuage their fears. He reasoned with the other dwarfs and told them that from the moment they supported the path of bloody revolution, something like this would eventually happen. He further explained that the dwarfs can and will endure this, like how they endured everything else. Blacklaxe also mentioned that he can still see the glorious future that Sartosa is destined to have, and he and his kin needs to be part of this said destiny, otherwise they would find themselves abandoned and alone like those dwarf-holds across the Old World. His words did not fall to deaf ears and were enough to persuade the 'longbeards' to return to their homes.

Once the crisis has passed, the Council then begrudgingly thanked Blackaxe for averting a disaster and in trying to fix the relationship between the state and with the dwarf community of Sartosa. Blackaxe of course, just grunted in acceptance. The Council though, realized that they need a policing force to ensure that the People will obey the laws of the land and to prevent any specific group from getting 'encouraged' by the dwarfs' example of force.

Will The Council fund and support a Constabulary?
[] Yes (upkeep 5 per turn, will rise depending on number of population and Civil Disorder, currently just Sartosa Proper)
[] No, we can trust the People to control each other.

Adichi Nenil, the newly elected leader of Sartosa just shrugged of the political drama, has he believes that he has a bigger fish to fry. His party is also currently riding the waves of popular support with all of their proposals being passed by the Council with nary a second thought. Thanks to the Bloc's meticulous planning, the previous 'occupants' of the 'nobles' houses were not alienated much since they were not thrown out into the streets. While the distribution of farmland was a little bit more troublesome, still, with the plantation houses being made into some sort apartment for the various new land-owners, the original servants and slave-hands though were given respect like some sort of senior partner. Hence, farm operations continued without much disturbance. Nenil's first order of business though is the creation of a Printing Press to spread the 'good news' of Sartosa to the Old World. So far, everything is working out as expected and both the Elf-leader and the Council are pleased.

(Civil Changes: +5 market trade, +10 taxes due to Nenil's fiery rhetoric, -10 Public Disorder, 'Asur' Administration, Printing Press being built)

There was something though that didn't sit right with President Nenil, which was the question on why was there a need for the Council to affirm its stance regarding religious freedom? Was there something that he should know regarding the Council's dealings before he was elected? Why some though is all for informing their new leader, others though believe that this should remain a state secret for now due to Nenil's intensity and policies...

Will The Council inform the Elf President regarding Tzeench's offer?
[] Yes
[] No

Something that also arose was the question on where should the President and his Administration should be housed during his term. Some believe that like the Council, the Presidency should stay in an abandoned warehouse for now, while this is the cheapest option, foreign emissaries would likely be insulted if they were welcomed in such a fashion, plus the security of the Presidency may be put in jeopardy, if not from assassins, then from the fires that erupt in the city from time to time. Others then pointed at the damaged castle outside their window, they reasoned that the Fortress of the Pirate-King overlooking Sartosa City is the perfect place to house the Presidency and future administrations, nevermind the fact that the Fortress is still seen as a symbol of oppression and misrule plus the cost involved in repairing and refurbishing it would be huge. Still, this plan has merit since its walls are thick, its rooms large, expanding it is possible and the view from the Fortress is indeed breath-taking and the prestige that it would eventually give the Republic can not be discounted.

Then there is the most ambitious proposal of all, the elven ruins near the volcanic lake. Refurbished as hunting lodges and rest houses by the old pirate-lords, it is currently used as residence by the poorest of the poor, as well as fishermen and hunters trying to eke out a living in the wilderness. While restoring the entirety of the said ruins to its former glory is impossible (for humans), there is still a chance that structures here and there can be made to function as government offices and beyond, far from just being merely habitable. Indeed, the elven ruins has much potential since not only is it in a defensible compound where future structures can be built, it is also easy to reach via river navigation, but unfortunately, not much else. Also, even though the description of the lake is misleading (it having no trace of sulfur or any other poisonous element) and the volcano is supposed to be long extinct, the lake is still a place full of mystery, rumor and legend.

Finally, the last viable option is of course, the old dwarf-hold. Currently a bustling township on par with Vercuso on the other side of the island, it has huge receiving rooms, with plenty of areas that can be used as offices, plus its defensible as well as easily reachable by the people from the western and eastern portion of the island. The problem though as can be seen for now, would be the fact that it is too far from Sartosa Proper, hence the Council will have a lesser influence to the President, it is not accessible via water since the nearest port is in the village of Senelite, as well as the fact that it houses the largest number of dwarfs on the island. Still, this plan has merit, yup nothing wrong with this one!

Where would the Presidency reside?
[] In a warehouse at Sartosa Proper
[] In the Fortress of the Pirate King
[] In the Elven Ruins near Lake Sartosa
[] In Sartosa's Old Dwarf-Hold

The streets of Sartosa are clean with open spaces, you can now build/repair structures (1 building per turn)
[] Expand the Harbor (level 2) Costs: 50 gold (+20 gold per turn, unlocks further opportunities, finishes in 3 turns)
[] Build a Drydock (level 1) Costs: 50 gold (allows the building of light warships, finishes in 2 turns)
[] Build a Smiths' Emporium (market upgrade) Costs: 10 gold (unlocks stuff)
[] Build a Curio Emporium (market upgrade) Costs: 10 gold (unlocks stuff)
[] Build a School (Sartosa City) Costs: 30 gold (allows for 'reeducation', smarter population, additional opportunities)
[] Build a Barracks (level 1) Costs: 30 gold (allows for training of Regulars)
[] Build a Guild Hall (level 1) Costs: 20 gold (Removes 10 Civil Disorder every 5 turns, unlocks opportunities, finishes in 1 turn)
[] Build A Printing Press (level 1) Costs: 10 gold (Allows the spread of Propaganda, finishes in 1 turn) Currently being built by the Administration
[] Repair the roads from Sartosa to Carpio. Costs: 50 gold (+20 gold per turn, finishes in 3 turns)
[] Save the money this turn

[] Monument to the People (397/500)
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A statue dedicated to the pillars of the Revolution, the Common folk.
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Strife roll between the races in Sartosa will be rolled every 10 turns instead of 5. the dice must roll between 76-100 instead of the original 51-100 to trigger a race riot.

Structure Complete:

Harbor (level 1) Costs: 30 gold (+10 gold per turn, unlocks opportunities)
Market (Level 1) Costs 20 gold (+5 gold per turn, +5 from farm trade)


Current Gold in the Treasury: 0 gold (+5 from taxes, +10 additional tax due to Administration)
Current Dice: 1d100
 
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Turn 5: Rumors and News

Nyvena's War Party
Rumors and News (year 2534)
(Building a Foreign Office and/or a Propaganda Network would increase the reliability of said Rumors and News)


The Kingdom of Kislev (unreliable rumor)
A gathering of Horselords!
- Rumors abound of a great gathering called for by the legendary Ungol hero named Nyvena. With Tzarina Katarin dead, and the new Tzar supposedly having befriended the hero during his tour in the Oblast, many in the cities of Kislev believe that this is nothing more but fear-mongering by the more paranoid. Still, some Gospodars are quick to remind the others that Nyvena also has received the blessings of Ursun... What this means for Kislev is currently unknown...

- More rumors coming from the said frozen kingdom suggests that Princess Sophia and Tzar Vasily are betrothed and to supposedly wed early the next year. Many are said to be dumbstruck by this news, because not only will this cause political instability, the young Tzar is said to be the most good-looking and eligible noble in the nations of Man and for a bachelor like that to marry someone that 'plain' regardless of her station in life supposedly caused a lot of ladies in all of the courts of the Old World faint in disbelief.

The Kingdom of Brettonia (plausible rumor)
Rambert's "Legion" Victorious!
- In a series of daring raids across the southern-most province of Brettonia that culminated in a pitched battle that saw the Duke of Carcassone wounded. The 'peasant' army wearing the heraldry of a wolf on a field of blue and black has managed to do the impossible and defeated a noble army in the field. The death toll though was horrendous on both sides of the conflict. Some believe that it was Gambert himself who lead this victory, while others claim that it was another rebel leader claiming the title of the "Fox". What is true though is that the "legion" are well-armed and trained. A knight was even heard to have commented that the peasants 'fought like warrior-poets...'

The Kingdoms of Estalia (plausible rumor)
War in Estalia!
- If the supposedly covert war between Inquisitors wasn't enough, the armies of the city-states of Estalia are mobilizing again for all-out war. This time though was due to the successful invasion of the relative small kingdom of Serpicio on the city of Gualcazar, a protectorate of Magritta. Agents serving the other city-states in the said city, quickly relayed Magritta's mobilization to its masters. the City of Bilbali quickly allied with the kingdom of Vizeaya to try and grab as much as land as possible while their southern neighbors are looking towards the east...

The Emirates of Araby (plausible rumor)
Something stirs in the Sands!
- Ships coming from one of your 'richer' neighbors have reported that the desert tribes of said land have increased their raids against their more 'civilized' cousins. Strangely enough, the desert raiders seems to be using some sort of fire-arm. The city-dwellers obviously assume that the Imperial enclave to the south, Sudenburg is to blame for this recent turn of events.

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and... we're back sons and daughters of Liberty!:D
 
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Turn 6: The Price of Freedom


"Let every nation know, whether it wishes us well or ill, that we shall pay any price, bear any burden, meet any hardship, support any friend, oppose any foe to assure the survival and the success of liberty."
Adichi Nenil during the unveiling of the Monument to the People

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The Price of Freedom

On the 5th anniversary of the Glorious Revolution, the peoples of Sartosa, regardless of race, creed, and sex, celebrated as one the founding of their new nation as their new elf president unveiled the Monument to the People which was erected in the city center. The monument itself proved to be simple yet appropriate...
The fire symbolizes the Revolution itself, the wires are the tyranny of the upper classes, and the struggling man is the masses breaking free from the bondage of oppression. It was said that even the dwarf longbeards wept for the high price that everyone paid to make sure that their children and their children's children would no longer suffer from the depredations of such an unfair and despicable system.

The People though were a bit wary of the new Constabulary the Council has enacted. They see them as just one step above mere thugs but with uniformed grey slouch hats, black truncheons, bucklers, sword-breakers, and blue sleeves over whatever clothes they are wearing. It is the opinion of some merchants that the new "police force" seems more piratical-looking than those enforcers used by the old pirate-lords. Still, Nenil was delighted and thanked the Council for its wisdom in enforcing the 'law'.

Nenil also presided over the opening of the Barracks and the recruitment of 1000 "Regulars" who would later wear the colors of Blue and Grey. Supposedly inspired by the deep blue waters surrounding Sartosa and the huge grey smoke-cloud that covered the said island during the fires that followed the Revolution. But the thing that Nenil fussed over the most was the new Printing Press built by the artisans of Sartosa. Nenil remarked then to everyone during the opening ceremony "with this weapon we would slay a thousand and convert a thousand more."

It was also at this moment that a few of the 'officers' of the Sartosan "Regulars", mostly former pirates, mercenaries and bounty hunters, approached the Council regarding the deficiencies of the current military. They believe that a proper Military Academy should be built with a proper chain of command like how the military of Miragliano currently works. They also advised that the Sartosan Regulars should be renamed as Corsairs since they are currently trained as Marines/Sailors. These Corsairs currently exceed expectations in any shipboard fighting and rapid response. However, taking and controlling territory for any length of time using said Corsairs may prove disastrous. The officers also want a true Navy instead of what the island-state currently has which are a few armed merchantmen and floating wreckage. (Corsairs are equipped with a couple of pistols, a cutlass, boarding hooks, blunderbuss/crossbows, assorted daggers)

Will The Council build the Military Academy?
[] Yes, we need it yesterday! (locks any other structure, 1* turn, 40 gold)
[] No, it will be built like any other structure.

With that said, they also proposed allowing the Corsairs and whatever sea-worthy ship Sartosa has to offer to serve in the chaos in the Border Princes, Araby, and Estalia. They may not only return with rich rewards, ships, and knowledge, but also the gratitude of the 'winning' parties. Losing of course, is too dreadful to contemplate. Yet, the informants and friendly captains coming from Tilea are stating that something is afoot in Tobaro and since its lord Marco Colombo did make that oath a couple of years ago...

Will The Council allow the Corsairs to serve in said conflicts?
[] Yes, think of all that loot! (a LOT of various rewards but still dependent on the GM dice)
[] No. Tobaro and their veteran Marines scare me (Corsairs stays at home)

After that unruly round of talks within the Council Chambers, several councilors squared their shoulders and decided to head up to the Fortress to meet their elf president regarding a certain message from a chaos god...

Nenil's Reaction: Passed!

The elf president was at the balcony of his spartan office which was overlooking the beautiful vista of the island as the Councillors trooped into the room. The elf greeted them warmly and bade them to sit down while he did so on his simple chair behind his ordinary desk. There were some small talk but eventually the Councillors arrived at the heart of the matter and explained the letter from the servants of Tzeench. Nenil was quiet for a while, nodded his head and eventually said "We all do what we must provided that the ends justifies the means."

The Equalists Bloc +10 Influence

A new challenge also arrived a few months later from a ship hailing from Ind. The problem was a huge "beastman" named Mahatma Ajit who can only be described as an elephant that walks like a man, has blue skin and perfectly sane according to his fellow Inds. He claims that he traveled all the way from Ind to bring good news to the people of Sartosa, as he has been called to serve as a prophet of Ranald, the god of the poor and the downtrodden. Many among the devotees of Ranald were furious and tried to mob the elephant-man on the spot, however, the other faithful of Ranald has seen the signs of their god on him and started to move to defend the 'prophet'. Ajit, of course tried to make peace and calm both parties. The other faithful on the island found this entire exchange odd and decided to organize themselves to ensure that religious discourse would prevail over violence, or so they hope...

What would the Council do?
[] Stay away from these whole mess (+20 Civil Disorder)
[] Send the Constabulary to detain "Ajit" (+20 Civil Disorder)
[] Support the Ranaldite's against Ajit (+10 Civil Disorder)
[] Support the Ranaldite's favoring Ajit (+10 Civil Disorder)

Unlocked: The Pious League

DO NOT PICK IF YOU PICKED THE MILITARY ACADEMY OPTION ABOVE
The streets of Sartosa are clean with open spaces, you can now build/repair structures, (1 building per turn)
Nenil Administration is Efficient: can build +1 building per turn
[] Expand the Harbor (level 2) Costs: 50 gold (+20 gold per turn, unlocks further opportunities, finishes in 3 turns)
[] Build a Drydock (level 1) Costs: 50 gold (allows the building of light warships, finishes in 2 turns)
[] Build a Smiths' Emporium (market upgrade) Costs: 10 gold (unlocks stuff)
[] Build a Curio Emporium (market upgrade) Costs: 10 gold (unlocks stuff)
[] Build a School (Sartosa City) Costs: 30 gold (allows for 'reeducation', smarter population, additional opportunities)
[] Build a Guild Hall (level 1) Costs: 20 gold (Removes 10 Civil Disorder every 5 turns, unlocks opportunities, finishes in 1 turn)

[] Repair the roads from Sartosa to Carpio. Costs: 50 gold (+20 gold per turn, finishes in 3 turns)
[] Build A Military Academy (unlocks formal war knowledge: finishes in 3 turns, 40 gold)
[] Save the money this turn


PICK NEW UNIQUE STRUCTURE
[] The Golden Arches of Freedom (Cost: 0/500)

- A symbol of everything that Sartosa holds dear and sacrificed much to gain.
- All factions start with an approval of 10, this will never be negated unless the Council seriously alienate the said faction.

[] The Fortress of the Pirate King (Costs: 0/300: 10 gold per dice)

- adds +1 building per turn
- add +10 to Sartosa City defense
- add +10 to Naval Battles
- Civil Change: We are Watching
- Civil Change: Humbling the Mighty


Current Dice: 5d100

Current Wealth: (40)
Taxes: 5 gold per turn (+10 from Administration)
Trade: 10 gold per turn (Harbor+10) (market+5, farms+5)
Expenses: 5 gold per turn (Constabulary (Sartosa Proper): 5 gold)

Civil Disorder:
10
 
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Year 2535: Foreign Relations Assessment
Alright guys calm down, OOC knowledge is fun and all, but here are the 'facts' in-universe regarding Foreign Relationships as the Councilors of Sartosa see it as of the year 2535. (it is hinted in the updates after all)

- It has been 5 years since the Revolution and no "major powers" has declared war against Sartosa. They used the Revolution though to crack down on their own populace.

- While a Republican system is not unique per se, The Revolution is the first of its kind that completely got rid of its 'noble' classes. The old popular revolts like those seen in Remas, made accommodations with their ruling elite or made new ones.

- Estalia, Tilea, Araby, and the Border Princes are not singular entities. The wars and chaos in the said regions and by supporting the winning side will be the best step to normalize foreign relations (in those areas).

- The Skaven forces are decimated and retreating, but the Northern Tilean League (lead by Miragliano) wants to regain as much territory from the Skaven as possible but otherwise they are too exhausted to prosecute a naval campaign (they sacrificed their Naval capabilities to focus on becoming a Land Power). The Southern League while having a stronger navy (the majority of whom are still aiding the Northern cities), they are starting to take advantage of the new wars in the Border Princes, Araby and Estalia to profit even further. Particularly due to the fact that there has been a lack of pirate activity for 5 years now, some of the merchant-princes in the area are said to be looking to normalize relationships with Sartosa.

- The exception to this is Tobaro since Marco Colombo swore before Verena, and he believes he may not be welcomed to Paradise if he did not follow through on this oath.

- The pirates of The Bilbali Coast, rivals of the old pirates of Sartosa has traded with the new island government since the extinction of their former rivals (they are your foremost source of rumors from the North and Estalia). They haven't come up yet since they are an even smaller faction than Sartosa. If however, they prove to be successful in the most recent Estalian Wars, they may approach the Council for mutual recognition.

- The Empire is starting to forget that there has been a Peasant Revolution to begin with since beastmen and orks are starting to fight the Imperial forces once again. Kislev has already forgotten, some even believe that it was just another lie fabricated by those shifty Tilean merchants.

- Brettonia though, well, they will hurt you if they ever get the chance, but Brettonia's Navy is currently laughable, you may even be able to defeat them just using the floating wrecks guarding the ports of Sartosa.

-any questions? I would love to clarify or answer them as long as it is IC...
 
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Canon News: Brettonia
More Important NEWS these past Few Years that has become known as Fact to the Council:

Brettonia:

- The Errantry War in Mousillon: This has ended two decades prior the People's Revolt of Sartosa. Mousillion is now ruled by a former Grail Knight Turned Duke. So far the land is said to be free from the blight of vampires and other foul creatures.

- The Plague Knights Invasion: This occurred a decade ago and saw the King of Brettonia wounded by a weapon of Nurgle. Plague Knights and their Norscan allies invaded from the Sea of Claws and saw both the Brettonian and Norscan Navies and Veteran armies decimated. Gambert Rambert, along with champions from every dukedom (all were killed except for him) as well as several damsels, journeyed to Lustria to save the King. They succeeded in obtaining a cure, however, Gambert was later kidnapped by Dark Elves. (Note: Gambert Rambert being kidnapped by Dark Elves is known due to the stories told by the freed slaves and Amazon women.) House Rambert gained the King's Favor and rose so high in Brettonia that their reforms were backed by the King himself. The House's dizzying downfall though serves as a precautionary tale of trying to reach so high and the evils of educating the masses.

- The last Plague Knight army was destroyed a year before the People's Revolt.

- There are only 4 Brettonian Galleons left out of the original 8. The Brettonian Navy sometimes serve as corsairs to finance their supplies and other needs. The Navy is beholden to the merchants of L'Anguille due to their patronage, hence Brettonian warships often escort L'Anguille merchantmen to other parts of the Old World. (Note: Brettonian warships are Age of Sail equivalent)

- The Brettonian Navy buys their weaponry from Estalia, Tilea and the Empire. While Brettonia has a Naval Academy and tradition, politically, those that attended them are looked down upon by their land-owning brethren. Except of course, the noble families that produced the officers of said ships.


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AN: may add a few more snippets later. Can't find where I saved my notes. More nations like The Empire and Kislev coming later. Also this is the reason why the Norscans and their 'masters' are "quiet".
 
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