@Dmol8 Um, we are not supposed to have 3 naval actions. Check naval actions in turn 23. The screw up was begun in KU's Natasha's turn control. When we came back we had 2 naval actions for no reason. Then when qm was granting 3 naval actions, the fact we are supposed to have 2 naval actions came up.

And yes, this has been discussed before.

o_O Let me just go get my argument that I used to convince OP that we in fact have three naval actions at this point:

Production Facilities: An idea brought about by watching the rapid reloading ability of your daughter and her aid Samwise in battle during Karak Ungor showed up in your mind after one of your heavier drinking bouts after returning from Karak Ungor – perhaps rapid building with more materials ready on hand could allow you to build ships faster than before. Maintenance as well. It's a relatively simple concept when put in the correct framing, that you would ensure that there are just enough materials on hand and that the facilities in Salkalten would be set up so that said materials could just pass through and be assembled almost….almost in a line, really. An assembly line? Regardless, doing so would allow you to produce far more ships and modify them far faster and more efficiently than before. Cost: 1000 From Stipend. Time: 3 Years. Reward: Ship production times/costs decreased, Ship modification/research costs and times decreased. Amount of ships producible increased. +1 Imperial Navy Options Per Turn.

Production Facilities: An idea brought about by watching the rapid reloading ability of your daughter and her aid Samwise in battle during Karak Ungor showed up in your mind after one of your heavier drinking bouts after returning from Karak Ungor – perhaps rapid building with more materials ready on hand could allow you to build ships faster than before. Maintenance as well. It's a relatively simple concept when put in the correct framing, that you would ensure that there are just enough materials on hand and that the facilities in Salkalten would be set up so that said materials could just pass through and be assembled almost….almost in a line, really. An assembly line? Regardless, doing so would allow you to produce far more ships and modify them far faster and more efficiently than before. Cost: 1000 From Stipend. Time: 3 Years. Reward: Ship production times/costs decreased, Ship modification/research costs and times decreased. Amount of ships producible increased. +1 Imperial Navy Options Per Turn.

- It has begun! For now, foundations are being laid, unused warehouses left fallow demolished, and certain piers prepped for reinforcement and expansion. It cannot simply be completed in an instant, after all. Will Complete In Two More Turns.

Production Facilities: An idea brought about by watching the rapid reloading ability of your daughter and her aid Samwise in battle during Karak Ungor showed up in your mind after one of your heavier drinking bouts after returning from Karak Ungor – perhaps rapid building with more materials ready on hand could allow you to build ships faster than before. Maintenance as well. It's a relatively simple concept when put in the correct framing, that you would ensure that there are just enough materials on hand and that the facilities in Salkalten would be set up so that said materials could just pass through and be assembled almost….almost in a line, really. An assembly line? Regardless, doing so would allow you to produce far more ships and modify them far faster and more efficiently than before. Cost: 1000 From Stipend. Time: 3 Years. Reward: Ship production times/costs decreased, Ship modification/research costs and times decreased. Amount of ships producible increased. +1 Imperial Navy Options Per Turn. Will Complete Next Turn

Production Facilities: An idea brought about by watching the rapid reloading ability of your daughter and her aid Samwise in battle during Karak Ungor showed up in your mind after one of your heavier drinking bouts after returning from Karak Ungor – perhaps rapid building with more materials ready on hand could allow you to build ships faster than before. Maintenance as well. It's a relatively simple concept when put in the correct framing, that you would ensure that there are just enough materials on hand and that the facilities in Salkalten would be set up so that said materials could just pass through and be assembled almost….almost in a line, really. An assembly line? Regardless, doing so would allow you to produce far more ships and modify them far faster and more efficiently than before. Cost: 1000 From Stipend. Time: 3 Years. Reward: Ship production times/costs decreased, Ship modification/research costs and times decreased. Amount of ships producible increased. +1 Imperial Navy Options Per Turn. Will Complete Next Turn

- The work continues, though it is almost completely halted by the events on the sea this year, out of fear. The workers refused to work, not when the danger was still present, though they rushed back into it when it had passed. Will Complete Next Year.

Production Facilities: An idea brought about by watching the rapid reloading ability of your daughter and her aid Samwise in battle during Karak Ungor showed up in your mind after one of your heavier drinking bouts after returning from Karak Ungor – perhaps rapid building with more materials ready on hand could allow you to build ships faster than before. Maintenance as well. It's a relatively simple concept when put in the correct framing, that you would ensure that there are just enough materials on hand and that the facilities in Salkalten would be set up so that said materials could just pass through and be assembled almost….almost in a line, really. An assembly line? Regardless, doing so would allow you to produce far more ships and modify them far faster and more efficiently than before. Cost: 1000 From Stipend. Time: 3 Years. Reward: Ship production times/costs decreased, Ship modification/research costs and times decreased. Amount of ships producible increased. +1 Imperial Navy Options Per Turn. Will Complete This Turn

Production Facilities: An idea brought about by watching the rapid reloading ability of your daughter and her aid Samwise in battle during Karak Ungor showed up in your mind after one of your heavier drinking bouts after returning from Karak Ungor – perhaps rapid building with more materials ready on hand could allow you to build ships faster than before. Maintenance as well. It's a relatively simple concept when put in the correct framing, that you would ensure that there are just enough materials on hand and that the facilities in Salkalten would be set up so that said materials could just pass through and be assembled almost….almost in a line, really. An assembly line? Regardless, doing so would allow you to produce far more ships and modify them far faster and more efficiently than before. Cost: 1000 From Stipend. Time: 3 Years. Reward: Ship production times/costs decreased, Ship modification/research costs and times decreased. Amount of ships producible increased. +1 Imperial Navy Options Per Turn. Will Complete This Turn

- It could use some work, certainly, but it's working for now. The materials are kept in one place, all together, in a chain of warehouses and workforces along the water, allowing them to be assembled and then transferred to the next, resulting in a complete piece of work by the end. There are issues with personal judgement. A single test ship, a wargalley, was produced much faster than it otherwise could have, and even now floats in the water, and is fully effective. Reward: Ship production times/costs decreased, Ship modification/research costs and times decreased. Amount of ships producible increased. +1 Imperial Navy Options Per Turn.

Third Imperial Navy: As the Steward of the Third Imperial Navy, you have a responsibility to build up, maintain, and use the ships of the Empire for it betterment and protection. The First Imperial Navy is based in Nordland, while the Second Imperial Navy is based in Marienburg. (Choose Two):

More Ship In Generals: Your docks can hold more ships than you have. You have more sailors you can put on boats. You have the funds, the wood, the metal, and all that good stuff. It's been too long since the Norscans have made a concerted effort to hit the coast lines, and you need to be ready for them. With Wolf Ships to head out into the Sea of Claws to hit them there, and more Wargalleys to cover the closer coast. It's time to really dedicate yourself to this. Cost: 1500 From Stipend. Time: 2 Years. Reward: 5 Wolf ships, 5 Wargalleys. Will Complete This Year.

Third Imperial Navy: As the Steward of the Third Imperial Navy, you have a responsibility to build up, maintain, and use the ships of the Empire for it betterment and protection. The First Imperial Navy is based in Nordland, while the Second Imperial Navy is based in Marienburg. (Choose Two):

More Ship In Generals: Your docks can hold more ships than you have. You have more sailors you can put on boats. You have the funds, the wood, the metal, and all that good stuff. It's been too long since the Norscans have made a concerted effort to hit the coast lines, and you need to be ready for them. With Wolf Ships to head out into the Sea of Claws to hit them there, and more Wargalleys to cover the closer coast. It's time to really dedicate yourself to this. Cost: 1500 From Stipend. Time: 2 Years. Reward: 5 Wolf ships, 5 Wargalleys. Will Complete This Year.

- New ships raise up out of the docks, crewed by brave sailors of Ostland. They brave the waves, and the potential of wrath from Manann, all in the service of Ostland. Let them guard the coastlines and the Sea of Claws as best they can from the wrathful and seemingly endless Norscans. 5 Wolf Ships, 5 Wargalleys Produced.

Galley Focus: Smaller ships, sure, but Wargalleys are perfect for quickly patrolling the coastline specifically. They might not be as directly powerful as wolf ships, but they can be built in greater numbers due to their size. Being ramships, they are more likely to actually engage Norscan raiders who are looking for a fight, in terms of boarding, while with wolf ships the raiders might try to sail around, or flee to attack from another direction. On the other hand, it is the wargalleys that will have more knights and soldiers on them, for just such a fight. It is a bloody work, but one worth it, you think. Cost: 1500 From Stipend. Time: 1 Year. Reward: 10 Wargalleys.

- The new assembly of Salkalten works well, and this is the proof of concept. The other ships you had produced were crafted in the previous system, thereby why it took so much more time to produce them. These ten ships, on the other hand, came out well and quickly, fully equipped with trained sailors stationed upon them going forward. Each section of the connected warehouse line does nothing more than working on perfecting just the one portion of the ships they work upon. Here, laying the spine of the ship, there, creating the sails and installing them properly, here, prow, there, internal compliments. To be honest, the other ships you've crafted thus far are somewhat independent of each other. Some have a wheel placed forward or back compared to others, another has the crew quarters reversed from the mess. Or, reversed when compared to another ship at least. Reward: 10 Wargalleys.

The Greatest Offense, Part 2: The sketches and estimates are complete. It will not be quick. It will not be pleasant. But it can be done. It will require some of the finest quarried stone that the dwarfs possess, and a complete redrawing of the outer docks and defenses already assembled. But it can be done. It will, however, require more than you can possibly afford with just the Stipend afforded to you. But, it can be done. Walls will rise, sturdy and strong. Docks will be expanded, and made more defensible as well, while allowing the ships to all leave as quickly as they can should it be needed. Then another set of walls, further out, while fortifying the city behind them. The Sea Wall will be a monstrous defensive structure, made of the thickest possible stone, with runes of the dwarfs carved into the foundations. Then, once all of that is done, the true work can begin. Cost: 7,500 From Treasury. Time: 3 Years. Reward: First Half of Salkalten Defenses (Revised) Constructed. Second Half Available To Complete Afterwards.

- It begins. The sheer amount of papers and writing materials that the dwarfs demand to organize this is considerable, but so too is the amount of stone being brought in from the Karaz Ankor. Members of the Stonemason Guild of Barak Varr arrive to organize matters, with a great smattering of dwarfs. Plus a few Runesmiths. Overall, it is quite the considerable amount of dwarf expertise being applied, but you paid for quality, and damn it you are going to get it. But thankfully, you have something that even the dwarfs had not entirely planned for, and that is sheer ogre muscle power. Beings who would be trying to and occasionally succeeding in wrestling giants to the ground had they not been born in Ostland. Stone moves before them, plus the various halflings and human workers of Salkalten, transported and shaped, chipped and chiseled into shape. Will Complete In Two Years.

As you can see the problem with my argument is that it lacks these quotes:

Third Imperial Navy: As the Steward of the Third Imperial Navy, you have a responsibility to build up, maintain, and use the ships of the Empire for it betterment and protection. The First Imperial Navy is based in Nordland, while the Second Imperial Navy is based in Marienburg. (Choose 1):

More Ships: Your docks can hold more ships than you have. You have more sailors you can put on boats. You have the funds, the wood, the metal, and all that good stuff. It's been too long since the Norscans have made a concerted effort to hit the coast lines, and you need to be ready for them. With Wolf Ships to head out into the Sea of Claws to hit them there, and more Wargalleys to cover the closer coast. It's time to really dedicate yourself to this. Cost: 1000 From Stipend. Time: 2 Years. Reward: 3 Wolf ships, 5 Wargalleys.

Cannons On Other Ships: You do like the idea of more cannons on ships. Not nearly to the extent of the Greatship, that's obviously going to have to be a concerted special effort every time you go to build one, but your remaining ships – the Wargalleys and Wolf Ships, could do with more cannons. The Scorpion has its place, that is true, but surely it could move aside slightly in exchange for the far greater power of the cannons that Wulfenburg can construct? It's an entirely unproven concept, just yet, but you like it. Of course, for both the Greatship and the others – should you choose to do this – you'll have to actually win a strong enough victory out in the Sea of Claws to prove that the expense is worth it. Cost: 500 From Stipend. Time: 2 Years. Reward: Cannons added to Wolf Ships and War Galleys. Chance of Success: 65%

Third Imperial Navy: As the Steward of the Third Imperial Navy, you have a responsibility to build up, maintain, and use the ships of the Empire for it betterment and protection. The First Imperial Navy is based in Nordland, while the Second Imperial Navy is based in Marienburg. (Choose 1):

Cannons On Other Ships: You do like the idea of more cannons on ships. Not nearly to the extent of the Greatship, that's obviously going to have to be a concerted special effort every time you go to build one, but your remaining ships – the Wargalleys and Wolf Ships, could do with more cannons. The Scorpion has its place, that is true, but surely it could move aside slightly in exchange for the far greater power of the cannons that Wulfenburg can construct? It's an entirely unproven concept, just yet, but you like it. Of course, for both the Greatship and the others – should you choose to do this – you'll have to actually win a strong enough victory out in the Sea of Claws to prove that the expense is worth it. Cost: 500 From Stipend. Time: 2 Years. Reward: Cannons added to Wolf Ships and War Galleys. Chance of Success: 65% Required: 45. Rolled: 48.

- Convincing the navy officers to do it takes a bit of work, but you are the Elector Count, so they sort of have to listen to you. Still, building all those new cannons, figuring out how to put them on the ships without flying all over the place or falling off the ships, is going to take a bit. Especially just to design the modifications to your ships for the future. A cannon is completely different than a scorpion after all. Will Complete Next Turn.

Fleet Decisions
  • Cannons Added To Ostland Imperial Fleet Completed
  • More Ships Action Chosen For Imperial Fleet Action [Due to Regency turns, a second Fleet action was selected as the +1 to options by Natasha. More ships are being built for Ostland]

OK @torroar could you threadmark/link to the front page this post or the original post about the mistake (yes I'm volunteering to go dig it out of the thread because I'm the one who brought this nonsense up again) so that the question of why did we have 3 actions for one turn doesn't get brought up again with the same devastating effect? Like man I literally gaslit you with this. It's not OK. I'm sorry. :confused::wtf::(
 
o_O Let me just go get my argument that I used to convince OP that we in fact have three naval actions at this point:
Okay, I see you won your argument because our qm allowed the players more actions than they should have, and couldn't rewrite it.

I have no opinion on this matter anymore. We only had one action that ever gave us an increase in naval actions, but whatever.
 
@torroar I have a few questions.

1. What happened to the greatship option?
2. Would it be possible to put better walls around our smaller towns and village's equipped with cannons?
3. What town was the blood fane closest to on the map?
4. How significant is the purge of the black pit?
5. What does the purge mean for us other than that it is gone?
 
not him but in order given i`m going to give what i think might be likely
1. havn`t had that one for a while and the one we have is pretty much an experiment
2 i think we mostly did that the best we could a while back. also i think those towns/village`s would need to grow to X amount of size to get said walls
3 to be honest not a clue i thought the thing was pretty far into the forest myself and nobody "close" too it really
4 fairly sure that did not happen or isn`t going to happen anytime soon but if it did i`m counting it as a fairly big win seeing it likely in the middle of F-ing drakwall forest.
5 less gobbos on spiders. and major strong point for said gobbos and others no longer in the middle of the empire.

but that is just my take i`m sure the QM could give you a better one.
 
[X] Plan Clear Forests, Gold and Death

can we do the agricultural afterwards? We kind of need more income if possible.
 
if nothing else pops up i say we do agricultural things and the gun trade upgrade with maybe the cannon up grade at the same time you know to add to the numbers game.

if nothing else we could maybe use that money to pay for other ppl wars / projects seeing our income is fairly good by now
 
Imperial Ogre Culture Corner: Nordland and Ostermark
Imperial Ogre Culture Corner: Nordland and Ostermark
With the formation of the political block known as the Northern Trident between the three northernmost provinces, Nordland, Ostland, and Ostermark, along with the friendship between it's people and leadership, it makes sense that over the years the provinces have shared much between them. Trade, culture, marriages, people, etc. have risen in large amounts between the three provinces in general that is rather rare between the normally independent regions.

While it is normal for peasants of all kinds to travel between provinces to trade or work this isn't just humans. Imperial Ogres, for all that Ostland is their unofficial homeland, can still be found in other parts of Empire but outside of Ostland itself the most are found in Nordland and Ostermark for a variety of reasons.

Most Imperial Ogres when leaving Ostland either do so through the army on the march, such as the reclamation of Karak Ungor, or working as guards for the various trade caravans since the very presence of the large beings tends to dissuade most of the common threats to such groups like highwaymen, small bands of greenskins and beastmen, and similar things. While feeding said guards on the road is a rather large expense traders consider it a well worth one that can be more easily afforded when traveling in large groups. In fact, once they reach their destination the Ogres tend to attract attention and as result draw in potential customers!

After that Imperial Ogres that travel to other provinces tend to be seasonal workers, coming and going as when needed, following the work so as to earn coin to buy food.

As one can expect Ogres excel in jobs that require lots of heavy labor and not a lot of technical knowledge, finding much of their work in transporting heavy cargo, mining, farming, etc. In Ostermark it is normal for Ogres to be hired to assist in cutting down and transporting lumber in the Gryphon's Wood during the fall and winter months. Ogre strength is so great they can outright ripe smaller trees from the ground and remove stumps much more easily then men, though they still must be directed to make process orderly and when to send wood down river. Ogre workers are also used to fish said wood out of river when it reaches Bechafen and strength further used by local boatwrights in their construction efforts by holding large pieces of wood in place where most of the time it takes dozens of men for same feat.

When not bringing in lumber Ogres in Ostermark are usually working the many fields of the province or assisting in the herding in the Veldt where once more their great strength and endurance makes them highly sought after workers.

It has been noted that Imperial Ogres that spend a good deal in time in Ostermark tend to take in their culture in small ways like how they start wearing high-peaked fur hats, grow out their mustaches more than usual, and become much more passionate about life in general which both makes them the life of parties and sometimes accidental breakers of them. Many are the jokes from outsiders that some Ogres are basically tall Ostermarkers considering the stout nature of both peoples, though they say that in public at their own risk.

Ostermarkers view most Ogres with some wary stares but as a whole have come to respect their work ethic and admit their love of food is quite relatable.

In Nordland Ogres are equally useful in farming, ship construction, and more recently mining. Sufficiently trained Ogres can also be paid well by Nordlanders to help hunt down bands of greenskins, beastmen, and other monster that live near their coastal settlements. Said settlements can also be seen being built up using Ogre muscle power to better prepare for sea-based raids in the future, as Nordlanders are extremely familiar with.

Nordlanders and Ogres get along quite well in the fact both have a love of storytelling, even if in different ways. Normally Ogres love telling stories/brag about how they got their Big Names, but over time those who spend much time among Nordlanders begin to love stories in general even if most are not great at telling their own. In more recent times Ogres can be seen working alongside Nordlander woodsmen, those so skilled even Hochlanders and folk of the Talabec will grudgingly admit that they are "not too bad", in service to Taal. They also take part in the mainly Rhya worship in the southern parts of province much to some grumbling from outsiders about "woman worship."

Nordlanders still remember the stories of when the Armies of the Empire arrived to save the province, how the Ogres of the Army of Ostland unleashed a legendary Ogre Charge against the fallen Count Gruber's armies, smashing them aside with pure metal, muscle, and fat at surprising speeds. It is still a favorite among the various communities and Ogres are still eager to show off their eating abilities with quite near anything.

Nowhere in all the Empire besides Ostland are Ogres more welcome than in Nordland.

While the wider Empire still might have a poor understanding of Ogres and nonhuman citizens in general the Northern Trident is more than glad to have such hard working, if very hunger, citizens.
 
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can not wait to see the moment between the prim and proper bretonian meeting with the grim and almost always drunk ostlanders.

that be an interesting moment in time.
failling that sailing passed the "cursed" duchy might open up some interesting actions.
 
OK @torroar could you threadmark/link to the front page this post or the original post about the mistake (yes I'm volunteering to go dig it out of the thread because I'm the one who brought this nonsense up again) so that the question of why did we have 3 actions for one turn doesn't get brought up again with the same devastating effect? Like man I literally gaslit you with this.

I'd really like to not think about it at all, so...no. I'm just going to bury this in my head and leave it alone. I can find this part of the thread again if it comes up again.

@torroar I have a few questions.

1. What happened to the greatship option?
2. Would it be possible to put better walls around our smaller towns and village's equipped with cannons?
3. What town was the blood fane closest to on the map?
4. How significant is the purge of the black pit?
5. What does the purge mean for us other than that it is gone?
not him but in order given i`m going to give what i think might be likely
1. havn`t had that one for a while and the one we have is pretty much an experiment
2 i think we mostly did that the best we could a while back. also i think those towns/village`s would need to grow to X amount of size to get said walls
3 to be honest not a clue i thought the thing was pretty far into the forest myself and nobody "close" too it really
4 fairly sure that did not happen or isn`t going to happen anytime soon but if it did i`m counting it as a fairly big win seeing it likely in the middle of F-ing drakwall forest.
5 less gobbos on spiders. and major strong point for said gobbos and others no longer in the middle of the empire.

but that is just my take i`m sure the QM could give you a better one.
This answers it just fine, except the Black Pit part. Because it did happen. Just now in fact. The effects are very significant. I will not just give them out to the thread because of spoiler reasons and such.

Like, I figured the clues were enough, but I guess not. The Beastmen took out the ancient arachnarok nesting place, the holiest of holy sites of the forest goblins in the Empire. I thought...the implication of them screaming about their god being dead...and running in such numbers...

Whatever. I'll try to get the update out sometime this week. But who knows with me, it seems.
 
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I've been thinking, since the Beastmen took the Black Pit which was a breeding ground for giant spiders, and a fair amount of Beastmen are mutated animals who were never human to begin with, how unfeasible is the possibility that we will see some weird breed of spider Beastmen in the future?
 
I mean, it's certainly possible for some Spidery Beastmen to come about, but I'd be more worried of chaos mutated Arachnaroks rampaging out of the Drakwald some point in the near future. Normally Arachnaroks don't actually like leaving the forests, seeing how long it took Goblins to tame/not get eaten immediately by them, but who knows what'll happen with Lore of the Wilds and general chaos shenanigans being added to the mix.
 
Like, I figured the clues were enough, but I guess not. The Beastmen took out the ancient arachnarok nesting place, the holiest of holy sites of the forest goblins in the Empire. I thought...the implication of them screaming about their god being dead...and running in such numbers...

Depends on the context of the question.

By purge, does that guy mean what the Beastmen just did? Or, was he asking if the Empire is planning to take this opportunity to launch an assault there and wipe it off the face of the Earth?

There has been some discussion in the thread about the later piece.

If its the first piece though, I'm at a bit of a loss. The Forest Goblins losing the Valley of Spiders to the Beastmen came across pretty simply to me in the update.
 
Depends on the context of the question.

By purge, does that guy mean what the Beastmen just did? Or, was he asking if the Empire is planning to take this opportunity to launch an assault there and wipe it off the face of the Earth?

There has been some discussion in the thread about the later piece.

If its the first piece though, I'm at a bit of a loss. The Forest Goblins losing the Valley of Spiders to the Beastmen came across pretty simply to me in the update.
We don't know where the Black pit is located IC. As for mutated spider beastmen. I honestly wouldn't be surprised if it hasn't already happened before the pit fell to the beastmen.
 
...the only thing I'm taking away from 'spider beastmen'?

We need to ask the Karaz Ankor for flame cannons. And Irondrakes. And make more molotovs. And torches for everybody.

 
i`m not fully up on wood craft or forest management but i am fairly sure trying to burn down one of the largest woods will not end well for anyone in or around said wood.

seeing there are at least 3 states around those woods with lots of ppl living around said wood i`m going to say.
not likely a good plan
 
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