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You've been granted a fief by your king! It is a great honor but the king expects you pay your taxes on the time. The previous ruler of the fief failed to do so and was drawn and quartered last winter. You've been given a little more leeway and have until the next harvest to pay the tax.

First, a little about your background:

1. You are a guard in the king's retinue and who saved his lordship from an assassin at great personal risk
2. You are a wealthy merchant that is now looking to retire to the countryside and raise a family
3. You are the king's youngest brother and a ex-member of the clergy
4. You are the son of the previous fieflord, inheriting his position
5. You are the noble of a conquered house, reduced to serving this new king
>>
>>4384264
6. You were the King’s Mistress, pensioned off to this fief after he found a new paramour.
>>
>>4384264
2. Who better to pay taxes than a wealthy merchant? Our stewardship will also make the fiefdom prosper.
>>
>>4384273
Support
>>
>>4384264
2. You are a wealthy merchant that is now looking to retire to the countryside and raise a family
>>
>>4384273
>>4384277
Sorry lads I have no interest in writing a female MC
>>
>>4384264
7. You were a priest, forced to run the fief after being laicized
>>4384279
kek
>>
>>4384279
Based

>>4384264
4. You are the son of the previous fieflord, inheriting his position
Lets get revenge for our father
>>
>>4384279
Fine. King’s secret bastard then. But no one else knows. Not even ourself .
>>
>>4384264
>1. You are a guard in the king's retinue and who saved his lordship from an assassin at great personal risk
>>
>>4384279
>4. You are the son of the previous fieflord, inheriting his position
Oh well. Time for vengeance.
>>
>You are the son of the previous fieflord, inheriting his position
Time for vengeance!
>>
>>4384264
>2. You are a wealthy merchant that is now looking to retire to the countryside and raise a family
>>
>>4384264
>>You are the son of the previous fieflord, inheriting his position
>>
>>4384264
>4. You are the son of the previous fieflord, inheriting his position
>>
>>4384368
>>4384307
>>4384295
>>4384286
>>4384394

Your father was pulled in four directions by four horses until his body was ripped apart. You witnessed this with your own eyes, not daring to look away lest you be forever branded as a coward. You are Arthur Redfoot, recently come to manhood, and even more recently come to lordship. Your father...was a spendthrift, a man too kind for his own good, sometimes to the point of gullibility. Whenever he saw your disapproval of one of his charitable actions he would sigh and look up and smile, sharing some private secret of goodness with his god and then look back down with an apologetic expression which at once disarmed you and enraged you. Enraged you because it disarmed you.

For all his faults, he was a good man and did not deserve the King's hideous punishment. The priests tell you that a body so mangled will not reach heaven. The burial is a mere formality, a sham, and was not even presided over by one of the clergy. Now, having buried your father, and only sixteen years old, you are given the headship of the house. You have your mother and little sister to worry about, as well as the welfare of some sixty-odd villagers. So far your father has kept the peace through free tribute to your hostile neighbors, the savage Scaletails, the roving bandits, the sorcerer that occasionally demands livestock for his foul experiments, the crystal dragon that demands ore from your mines. And of course, the king that demands his tax. You are young, inexperienced, untested, but you have promised not to fail and perish like your father. You have promised to one day avenge his destruction. For now, like the snake in the earth, you wait, wide awake, biding your time...

---
>>
Rules for this civ-hybrid:

0. This is a fairly low magic setting, meaning there's magical creatures and alternate races but not much actual magic. What magic there is though, is powerful and one-off.
1. Time passes in half seasons (~2 months), one free action per half-season plus one random event. 3 seasons: Harvest, Planting, Winter
2. You have three resources to play with: Goods, Influence, and Might. You also have Land which you have to distribute between your Peasants and Gendarmes. Peasants with Land produce Goods. Gendarmes increase your Might.
3. The king collects tax in the Winter. The tax policy will change on the King's whims, but initially you'll have to pay 2 Goods every Winter, 1 for the tax and 1 for interest on your father's debt. The King may also request Gendarmes to fight for him.
4. You have four skills: Administration, Combat, Diplomacy and Magic, these will modify rolls (we'll be using bo3 d10s for this quest, with crits and crit fails). Since you're just a child, one of these will be at +1 while the rest will be at -1.

I believe that about covers it. I'll add more as needed.

To start pick the skill you're best at (the others will be at -1):

1. Administration: Modifies rolls for managerial or mercantile tasks. Higher levels will unlock special deals and actions.
2. Combat: Encompasses both the martial skill in personal duels or jousts as well as command ability on the battlefield and will modify rolls for both. Higher levels will unlock special maneuvers and abilities.
3. Diplomacy: Includes both state-level negotiations as well as personal charm. Modifies rolls involving courtly romance which can be important for an unmarried young man. Higher levels will unlock more powerful diplomatic tactics and give bonuses to established deals.
4. Magic: The study of the arcane is not the for faint of heart, but its rewards are miraculous. Higher levels will unlock powerful rituals (or allow those that have been discovered to be used).
>>
>>4384432
*Half-seasons are ~4 months not 2
>>
>>4384432
>Encompasses both the martial skill in personal duels or jousts as well as command ability on the battlefield and will modify rolls for both. Higher levels will unlock special maneuvers and abilities.
Gotta be good at fighting to avenge our father
>>
>>4384432
>2. Combat: Encompasses both the martial skill in personal duels or jousts as well as command ability on the battlefield and will modify rolls for both. Higher levels will unlock special maneuvers and abilities.
What >>4384454 said
>>
>>4384432
1. Administration: Modifies rolls for managerial or mercantile tasks. Higher levels will unlock special deals and actions.
>>
>>4384432
>1. Administration: Modifies rolls for managerial or mercantile tasks. Higher levels will unlock special deals and actions.
>>
>>4384432
>4. Magic: The study of the arcane is not the for faint of heart, but its rewards are miraculous. Higher levels will unlock powerful rituals (or allow those that have been discovered to be used).
>>
>>4384432
>2. Combat: Encompasses both the martial skill in personal duels or jousts as well as command ability on the battlefield and will modify rolls for both. Higher levels will unlock special maneuvers and abilities.
>>
>>4384432
>2. Combat: Encompasses both the martial skill in personal duels or jousts as well as command ability on the battlefield and will modify rolls for both. Higher levels will unlock special maneuvers and abilities.
>>
>>4384432
>2. Combat: Encompasses both the martial skill in personal duels or jousts as well as command ability on the battlefield and will modify rolls for both. Higher levels will unlock special maneuvers and abilities.
>>
>>4384432
>4. Magic: The study of the arcane is not the for faint of heart, but its rewards are miraculous. Higher levels will unlock powerful rituals (or allow those that have been discovered to be used).
>>
>>4384432
>2. Combat: Encompasses both the martial skill in personal duels or jousts as well as command ability on the battlefield and will modify rolls for both. Higher levels will unlock special maneuvers and abilitie
>>
>>4384432
1. Administration: Modifies rolls for managerial or mercantile tasks. Higher levels will unlock special deals and actions.
We are in a dangerous situation.
>>
>>4384264
being drawn and quartered was reserved for regicides faggot
>>
>>4384432
>Administration: Modifies rolls for managerial or mercantile tasks. Higher levels will unlock special deals and actions.

gotta make those deals
>>
>>4384454
>>4384458
>>4384699
>>4384718
>>4384829
>>4384940
combat

>>4384962
>>4384956
>>4384561
>>4384460
>admin

>>4384679
magic

Combat it is.

>>4384961
I don't care.
>>
142 YE Planting

Your coronation was expedited by your own request. You've never had much taste for ceremonies or formalities. Whereas your father delighted in everything from balls to birthdays, you've only ever fond joy in the training yard with the other gendarmes. The joust is your personal favorite and you're as comfortable on a horse as you are on foot. Had it not been for the untimely death of your father, you might have set off to compete in knightly tournaments, perhaps winning the favor of a wealthy duchess or baroness by your skill. Your father never approved of your predilections, it was forever a point of contention between the two of you. He never understood that the simplest solution to a problem was often violence, or the threat of violence. Fear was a better motivator than love. The King understands this. So do you.

Your father's old advisor, Senetar, has decided to stay on, out of loyalty to the family and fief. He will be assisting in enforcing your authority and in educating you on the various deals, laws and treaties your father has made over the years. The first order of business of course, is the distribution of your Lands. After the execution and your subsequent ascension, a few of the Gendarmes decided to try their luck with other fieflords. As a result, you have several free plots that you must assign.

>Assign your free Land:
1. To yourself (unlocks a special construction)
2. To some of the peasants (+1 Goods for Harvest)
3. To the clergy (+1 Influence)
4. To any Gendarme willing to come and fight for you (+1 Might)

Skills:
- Admin: -1
- Combat: +1
- Diplomacy: -1
- Magic: -1

Resources:
- Goods: 1
- Influence: 0
- Might: 3
>>
>>4385016
>2. To some of the peasants (+1 Goods for Harvest)
>>
>>4385016
>2. To some of the peasants (+1 Goods for Harvest)
>>
>>4385016
>2. To some of the peasants (+1 Goods for Harvest)
I was late! What good will this combat ability be?
>>
>>4385016
>2. To some of the peasants (+1 Goods for Harvest)
>>
>>4385038
>>4385044
>>4385051

You have the land assigned to the family of peasants that were previously working for one of the Gendarmes that left. They are grateful for the opportunity and promise you that they will work hard on the field.

>EVENT: The Pale Scaletails

The remnants of a tribe of albino Scaletails request shelter in which to pass the Winter. Scaletails are a multifarious race of intelligent, bipedal salamanders that possess draconic abilities, ranging from regeneration to elemental breath. Most people fear and hate the sight of them. The Scaletails are on their last legs. Many of them are missing limbs--which will take them months to grow back--and the children look starved. Casting them away to lead to their certain death.

1. Take them in and let them recover in your house (-1 Influence)
2. Give them some food and supplies and send them on their way (-1 Goods)
3. Refuse to help them and tell them to leave
4. Have your Gendarmes use them as target practice
5. Write-in
>>
>>4385067
>1. Take them in and let them recover in your house (-1 Influence)
>>
>>4385067
>5. Ask them what they can offer us in return for our protection
Such is the way of feudalism - the strong protect the weak, for a price
>>
>>4385067
>>4385091
Support.
>>
>>4385067
Also supporting >>4385091
>>
>>4385067
>Write-In
"I may be a Redfoot but i am not like my father, chieftain. If you want to stay for the winter you will stay, but your tribe will pledge an oath of loyalty to me, becoming a vassal to my family and converting to the true faith. While we heal you, give food, a fireplace and a roof where to sleep, i expect your tribe to aid my fief in is activities. Such has foraging in the near forests, crafting simple tools or drilling for the few warriors you still have. I will not place an heavy burden on your kin, but neither i will accept idleness."
"Do to your current state and winter coming, i suggest you to accept my offer. Or out there your tribe will be easy pickings for bandits and worse, and i doubt someone will offer you anything else other than being slaves and corpses."
>>
>>4385067
>4. Have your Gendarmes use them as target practice
>>
>>4385091
>>4385107
>>4385132
>>4385133
Let me get a Diplomacy check here. Roll 1d10-1 bo3
>>
Rolled 10 - 1 (1d10 - 1)

>>4385137
>>
Rolled 3 - 1 (1d10 - 1)

>>4385137
I think this is how dice work? Check this 0, faggots.
>>
Rolled 2 + 1 (1d10 + 1)

>>4385137
>>
>>4385142
>>4385143
>>4385149
>Critical Success

You may be a Redfoot but you are not your father. If these lizards want to stay for the winter their tribe will pledge an oath of loyalty to you, becoming vassals to your family and converting to the true faith. Their warriors will serve your Gendarmes and the rest will forage. You will not demand of them too much, but neither will you accept idleness. Their chief reluctantly accepts these conditions. He has little choice, it was either that or be torn apart by monsters in the woods or worse, be taken as slaves by the less civilized.

Your Gendarmes are disturbed by the presence of the Scaletails however and many are whispering conspiratorially in the dark.

---

In the latter half of the season Senetar brings to attention the state of your fields and the crops the peasants are growing. Your father favored self-sufficiency and most of the crops are used to feed the Peasants and Gendarmes. Senetar is of the opinion that switching to cash crops like Slikweed or Ambrosiamums might create more revenue. He admits that it would also make the fief more dependent on the kingdom, you'd have to import most of your grain and feed.

>Choose what to plant this year:
1. Keep it as it is.
2. Silkweed: A type of vine whose sap, when treated with lye, can be used to greatly reinforce ordinary thread. (-1 Influence, +1 Goods at Harvest)
3. Ambrosiamums: A very difficult to grow species of flower whose petals and roots have useful properties, ranging from perfume to aphrodisiac to medicinal tea. (-1 Influence, +3 Goods at Harvest, moderate chance of unsuccessful Harvest)
>>
>>4385179

1. Keep it as it is.

Giving up our independence for mere riches just sounds like a bit of a bad idea, especially when our Influence is at 0 as is.
>>
>>4385179
>1. Keep it as it is.
>>
>>4385179
>Keep it as it is.
Fuck the King
>>
>>4385192
>>4385196
>>4385205

You decide to let the Peasants continue growing food. You're averse to making yourself dependent on the King in any way. Not to mention such a dramatic change will disgruntle the populace--one which has grown more nervous since your father's death.

>EVENT: The Sister's Surprise

Your younger sister, Madeline, is thirteen years old and the darling of the house. Her sweetness is a force more powerful than any standing army and she has never once failed to get her way. As her older brother your duty has been to protect her, a duty you've mostly relegated to your doting father. Of all the members of your household, your sister has been shaken most by his death, even more than your mother.

For the past few months she's sought comfort with Chilton, the son of one of the Gendarmes that she's known since they were toddlers. He is a close friend of yours as well, and a frequent dueling partner. It does not surprise you therefore, that Madeline seeks a private audience with you one day to tell you that Chilton has confessed his love for her and wants to ask her hand in marriage. An engagement to be consummated once he has come of age himself.

What does surprise you however, is your sister's cold hard rejection of his offer. Of course, as the son of a mere Gendarme, Chilton is not a suitable candidate for your sister, who is not only nobility but is also becoming a beauty in own her own right. She cites these very reasons herself. As for her request: she wants you to take the blame for the rejection instead of her. Later that night find your sister weeping in a private spot in the garden. It's obvious she's in love with Chilton and is only doing this out of a sense of duty, amplified by the death of your father. Other than his low birth, Chilton is a good man, courageous and honest. His father however, is an incorrigible drunk and would be a stain on the family crest.

>Choose how you'll handle this
1. Do as your sister demands and reject Chilton in her place
2. Refuse, your sister will have to reject him herself
3. Give your blessing to the engagement instead
>>
>>4385179
>1. Keep it as it is.
>>
>>4385238
>give your blessing to the engagement so long as chilton forsakes his father. Perhaps we can do one if those noble adoptions to make is easier.
>>
>>4385238
>1. Do as your sister demands and reject Chilton in her place
shouldnt be a big thing, his pedigree just insnt good enough. nothing personal
>>
>>4385238
>3. Give your blessing to the engagement instead
Everything for our little sis
Also have the father promise to better himself
>>
>>4385238
>3. Give your blessing to the engagement instead
our influence will plummet even more but fuck it, our family happines before the problems of the realm
>>
>>4385238
>Give your blessing to the engagement instead
Anything for our sister. Also I think the other Gendarmes will get a better image of us.
>>
>>4385238
>3. Give your blessing to the engagement instead
>>
>>4385265
>have the father promise to better himself

A drunkard Gendarme reputation, probably still reflects on the family that he serves. This should be done regardless of the choice we go for this event. Any sign of incompetence can be used against the name of our family.


>>4385238
>3. Give your blessing to the engagement instead

Our peasants should be happy for this marriage. Chilton is probably well liked. The problem is for creating noble marriages with other houses of the kingdom. We still have Arthur to use.
>>
>>4385238
>3. Give your blessing to the engagement instead
>>
>>4385352
>>4385307
>>4385304
>>4385280
>>4385265
>>4385259

The next day you call Chilton and his father to the audience chamber. Your make your sister come too. "Madeline told me about your proposal Chilton."

"Y-yes, milord," says Chilton. His father looks befuddled and hungover as usual.

"You know you are only a commoner and that if she married you it would be a step down, a huge step down, don't you?"

He scowls at the carpet below his feet. His father looks at his son, astonished. "My god, what've you done boy? You damned fool!" He looks up at you, then bows. "I don't know what's he told you young sir, but it's hogwash I'm sure. I'll set him straight."

"Be quiet, you're only here as a witness."

"Witness?" he says, turning pale. Then falling on his knees, "Don't--don't hurt the boy, please. Let me take his punishment in his stead. Don't hurt him."

An interesting development. "Such impudence cannot continue. I fear for my sister's purity. She has too much affection for Chilton and may be swayed by his passion."

"I'll keep him away," says the old Gendarme. "I promise."

"Father!" says Chilton.

"Quiet you damned fool," replies his father.

You look to your sister, silhouetted by the windows behind them. Her heart is breaking as you speak.

"There'll be no need of that. I know Chilton is a good man. In fact, I called here to tell you that ...I give my blessing to this arrangement."

"What!" Chilton looks up at you and then behind him to your sister, who is holding her mouth. "Art, I mean, milord, is this in earnest?"

"It's only an engagement, we'll see where things stand in four years. In that time, I expect you to become a man worthy of my sister, Chilton. And your father to become worthy of joining our family. If you agree to those conditions, you have my blessing." Chilton discards all formality and runs up to enfold you in a hug, giving you a kiss on both cheeks. Then he runs back to your sister and stops in front of her. She's sobbing but as per custom the betrothed are not allowed to embrace one another before the wedding night and Chilton, much as he wants to comfort her, doesn't know what to do and looks to you for guidance. "Just this once," you say, basking in the first sliver of happiness this house has known since before your father's death.

---
>>
142 YE Harvest

The crops have born fruit and all the peasants are busy with the harvest. Senetar brings the matter of taxes and rents to your attention. Previously your father's rent policies were quite lenient and charitable and many Peasants took advantage of his generosity. As his successors, they are expecting the same.

>What will be your rent policy?
1. Same as before (+1 Goods)
2. Rents will be doubled but all debts will be forgiven (+2 Goods)
3. Rents will remain the same, but debts will now be charged interest (+1 Goods, +1 Goods for next two Harvests)
4. Rents will be doubled and debts will be called immediately (+5 Goods, -1 Influence)

Resources:
- Goods: 1
- Influence: -1
- Might: 3
>>
dumb fucks
>>
>>4385408
Being salty about a online quest vote not going your way is quite the sign of maturity.

>>4385402
What is our current policy? Flat tax a %?

>vote is for 3
>>
>>4385402
>Rents will remain the same, but debts will now be charged interest (+1 Goods, +1 Goods for next two Harvests)
Not too harsh and we can profit off those debts that they refuse to pay back
>>
>>4385402
>3. Rents will remain the same, but debts will now be charged interest (+1 Goods, +1 Goods for next two Harvests)
>>
>>4385402
>2. Rents will be doubled but all debts will be forgiven (+2 Goods)
>>4385408
Yeah, that choice was made by moralfags.
>>
>>4385402
>3. Rents will remain the same, but debts will now be charged interest (+1 Goods, +1 Goods for next two Harvests)
If debt gets too high we can lower our interests. We can be lenient, but we need return on investments.
>>
>>4385402
>3. Rents will remain the same, but debts will now be charged interest (+1 Goods, +1 Goods for next two Harvests)
They can Work of their debts too, If WE have any Projects that require workers
>>
>>4385402
>3. Rents will remain the same, but debts will now be charged interest (+1 Goods, +1 Goods for next two Harvests)
>>
>>4385402
>2. Rents will be doubled but all debts will be forgiven (+2 Goods)
We will eventually accumulate more debts, but raising rents is harder

We also must speak with the local clergy to ensure that the scales are converting to the one true faith.
>>
>>4385402
>2. Rents will be doubled but all debts will be forgiven (+2 Goods)
this is a flat increase instead of just temporary and they will stay happy, i see it as an absolute win.
>>
>>4385513
change my vote here^^
to this one under

>>4385402
>2. Rents will be doubled but all debts will be forgiven (+2 Goods)
>>
>>4385402
>2. Rents will be doubled but all debts will be forgiven (+2 Goods)
>>
>>4384961
William Wallace
>>
>>4384961
And what was the authentic historical treatment of scaletails? Piss off.
>>
>>4385658
>>4385653
>>4385636
>>4385587
>>4385465

You decide to double rents across the board but to forgive all outstanding debts. Those of the Peasants that have accrued debts are obviously pleased with the change in policy, but those who have husbanded their finances properly feel they are being unfairly punished.

>EVENT: The Knight Errant

A wandering knight from a foreign land requests a few days of reprieve at your manor. Not wishing to seem inhospitable, you welcome him into your house and treat him as an honored guest. The knight speaks seldom during his stay and avoids completely the subject of his past. Before he leaves he requests some supplies for the road, telling you that he is on a noble quest for long lost relic and if you help him and he succeeds, he will bring you great renown. A member of the local clergy informs you however, that the knight is one Sir Caldwell, a traitorous villain thought to be possessed by a demon. He betrayed his king, who has put a considerable bounty on his capture. The knight himself refuses to speak on the matter, but warns you not to try hold him here.

>How will you treat the knight?
1. Attempt to capture him for the bounty
2. Give him the supplies he wants (-1 Goods)
3. Let him go and tell him never to return
4. Write-in
>>
>>4385932
>Attempt to capture him for the bounty
Yeah we aren’t holding criminals here. Plus that money will be quite helpful.
>>
>>4385932
>attempt to capture him.

We need to find some way to be stealthy about it tho if hes free he can probably kick a ton of ass by himself.

I dont have any ideas tho. Any way we can trap him?
>>
>>4385932
>1. Attempt to capture him for the bounty
>>
>>4385932
Love how you ppl rewarded peasants that ignored Rent under our father lol
>>
>>4385932
>Write-In
Ask him to spar with us the day before he departs. While we do so, our clergy will organize a religious chant. It will start suddenly in the middle of our fight, and it will be nearby the field we practice.

If the knight doesn t have any demonic reaction, we shouldn t fear him. And with him being tired at the end of the spar we could easily capture him with the aid of our experienced gendarme.

If there is a demonic reaction, with a gesture from us any holy image, symbol we have in our small temple and the organized chant should be brought here on the field we are practicing. The Gendarme will also arrive with weapons blessed by the priests and with prayers written on weapons and armors.
>>
In addition in the fresh water we serve him during the pauses of the spar, we could put small drops of something for slow him or make him more tired or in need of sleep. We should ask if there are herbs of this kind in our land to Senetar. And if they can be find and work in some hours, to be made in a liquid form that can dissolve in water.

If this herbs create colors in the water even in small drops, we should be in the shadow of a building when serving him the water (of course for keep it fresh. Who puts it under the sun). So he will not see the water it self well. Preferably giving it to him immediatly so his eyes are still adjusting from staying under the sun during the spar.
>>
>>4386196
>>4386217
I would have went for option 3, but if the less blessed people want to fight with a demon, we should take this path.
>>
>>4385932
>Let him go and tell him never to return

God bless anons who think they're ungodly bigbrains that can't be matched.
>>
>>4386063
We just make all carefull subjects mad lol.
>>
>>4385937
>>4385943
>>4385976
>>4386196
>>4386217
>>4386256

Alright let me two checks here, Diplomacy and Combat. Roll 2d10, -1 to the first and +1 to the second.
>>
Rolled 5 (1d10)

>>4386465
>>
>>4386465
>>
Rolled 3 + 1 (1d10 + 1)

>>4386465
>>
Rolled 1, 10 = 11 (2d10)

>>4386465
>>
>>4386486
wew lad
>>
Rolled 5 - 1 (1d10 - 1)

>>4386465
>>
Rolled 3, 9 = 12 (2d10)

>>4386465
>>
Can I get one more 2d10 please. I'm ignoring these >>4386489
>>4386484
>>4386470
>>
Rolled 5, 1 = 6 (2d10)

>>4386521
>>
>>4386527
>>4386504
>>4386486
>Diplomacy: Critical Fail
>Combat: Success

You attempt to capture the rogue knight under the pretense of a friendly sparring match. He shoots you down immediately, citing the disparity in each other's combat experience and his inability to hold back his strength. At that point you have no choice but to resort to force. Not wanting to take any chances, you have all your Gendarmes ambush him outside the village. Outmanned a dozen to one, and completely surrounded, he throws down his weapons and allows himself to be taken prisoner in your dungeon.

You send a courier-bird to the foreign king and he replies later in the season that he has sent men to recover the knight. They will arrive before Winter and will be carrying the bounty. You are to hold the knight till then.

---

The harvest this year is particularly good. The rains came in season and the usual pests did not pose the blight they had in former years. There is a surplus of crops and the Peasants are divided on what to do with it. Some of them want to store it for the Winter and wish to build a granary to that purpose. Others want to sell it on the open market. Naturally they come to you to resolve their dispute.

>What will you do with the surplus?
1. Seize it for yourself to pay off some of your father's debt to the king (1/3 Debt Paid)
2. Store it to insure your Peasants against famine (+1 Influence)
3. Let the Peasants sell it and charge a small tax on the sale (+1 Goods)
4. Write-in
>>
>>4386554
>1. Seize it for yourself to pay off some of your father's debt to the king (1/3 Debt Paid)
Oh and obviously this option will incur a (-1 Influence) as well.
>>
>>4386554
>store it to insure against famine. Always best option is not starving in the future
>>
>>4386554
>2. Store it to insure your Peasants against famine (+1 Influence)
>>
>>4386554

2. Store it to insure your Peasants against famine (+1 Influence)
>>
>>4386554
>2. Store it to insure your Peasants against famine (+1 Influence)
>>
>>4386554
>Store it to insure your Peasants against famine (+1 Influence)
>>
>>4386604
>>4386586
>>4386579
>>4386565
>>4386558

You agree with the Peasants clamoring for a granary and give your blessing towards its construction. It should occupy the Peasants during the Winter, when there is little else to do but huddle indoors from the cold. More importantly, though some of the Peasants grumble about their lost coin, they will be thankful when famine strikes and their children starve. Those of the Peasants that are equipped with this foresight are heartened by your wisdom.

>EVENT: The King's Bounty

The foreign king's Gendarmes arrive to take the knight into their custody. You are glad to part with him, to take the lockbox full of jewels which serves as his bounty. As he is loaded on to the back of the carriage, he stops, looks at you and says, "You've made a big mistake, young lord. Remember that I tried to warn you." The gaoler, seeing that you're shaken, pats your chest and says, "He'll be in pieces before the end of Winter, rest assured." The determined look in his eyes, however, says otherwise.

---

142 YE Winter

With the harvest season over, activity in the village quiets down to a peaceful lull. You finally have some time to yourself for personal development. Senetar suggests hitting the books and ledgers and familiarizing yourself with the fief's economic workings. You, however, feel restless and itch for the thrill of combat. Meanwhile your mother is badgering you about a wife, using your upcoming birthday as an excuse. Your sister has joined your mother in the attack, mostly to amuse herself.

>How will you pass the Winter?
1. Stick to your studies as Senetar advises
2. Travel to the city to compete in the Winter games (Special Event)
3. Hold a ball in the manor to celebrate your birthday (-1 Goods, Special Event)
4. Write-in

Resources:
- Goods: 5
- Influence: 0
- Might: 3
>>
>>4386647
Stick to our studies. If we want to be able to get independence from the king we need to have economic independence as well and a strong economy is key to that
>>
>>4386647
>3. Hold a ball in the manor to celebrate your birthday (-1 Goods, Special Event)
We've got lots of Goods, let's put them to use
>>
>>4386647

1. Stick to your studies as Senetar advises

Best to ensure that we're a good ruler first, and only then spend our time on more frivolous affairs.
>>
>>4386647
1. Stick to your studies as Senetar advises
>>
>>4386647
>2. Travel to the city to compete in the Winter games (Special Event)
>>
>>4386647
>Stick to your studies as Senetar advises
Mother is right though, we need a wife.
>>
>>4386647
Question : when our vassal tribe recovers their numbers our might and goods will increase ?
>>
>>4386650
>>4386659
>>4386660
>>4386663

Although it's painful, you stick to your studies with Senetar. At the very least it gives you an excuse to avoid your mother's nagging. She seems to think that a wife would somehow make your life easier, when in reality it would more likely become just another burden to bear.

>EVENT: The Sorcerer's Offer

The sorcerer Zorgoth has dealt with your father many times in the past. The news of his death finally seems to have reached his tower in the woods and he has sent an emissary on his behalf to offer his condolences--or so he says, it soon becomes clear that he has ulterior motives. He wants a test subject for some kind of alchemical experiment. The emissary tells you that if the experiment is successful the host will gain supernatural powers which will prove useful in the defense of your fief. Of course, there's always a small risk of violent death which is why he requests only those with a robust constitution.

None of the Gendarmes are willing to volunteer for such an honor, except for Chilton's father who insists on it. He's tried to turn over a new leaf since the betrothal, for the sake of his son and future daughter-in-law. Chilton is against the idea, and by extension so is your sister. A few of the Gendarmes have also hinted that they'd like to see one of the albino Scaletails sent instead.

>Who you will send to the Sorcerer?
1. Chilton's father
2. One of the Scaletails
3. One of the Gendarmes
4. Yourself
5. No one
6. Write-in
>>
>>4386700
>Chilton's father
>>
>>4386700
>2. One of the Scaletails

They have regenerational abilities. So their constitution should be high enough to bear their experiments.
>>
>>4386700
>See if a scale tail will volunteer. If not chiltons father why not.
>>
>>4386700
>2. One of the Scaletails
Killing our brother's in law father will just make dinner awkward and Scaletails are expendable.
>>
>>4386700
>6. Write-in

Send letter to a nearby noble if they would be fine in moving a few criminals out of their cells to ours. We will then send one criminal to the sorcerer.
>>
>>4386710
>>4386700
this guy has it right, volunteers only
>>4386713
is how you get super villians
>>
>>4386710
Support
We should start integrating the rest of them into normal society soon to decrease the risk of them revolting and also gain their true loyalty.
>>
>>4386710
Yeah fuck it, what could go wrong with giving an oppressed class superpowers. Supporting against my better judgement.
>>
>>4386710
>>4386721
+1
>>
>>4386717
i doubt it will create something like that, is experiments are mention has foul not at something that can be useful. If anything returns it will be something horrible. But it will probably die before even making a step


>>4386721
not after what we just did. Right now the tribe is probably being converted since the chieftain accepted that. Having them has a vassal is already a step. But it has pass not even a year.
>>
>>4386734
>>4386732
>>4386721
>>4386717
>>4386710
>>4386709

Following the advice of the Gendarmes, you bring the matter to the Scaletail's attention. You make sure to emphasize that you are not forcing them in any way and you make clear the risks involved in the experiment. Their chief decides to volunteer himself, being the most recovered as well as the strongest in the group.

The experiments will take several months and the chief will not be able to return until next season.

---

The weather turns, burying the village and manor in snow. The Gendarmes in your manor are getting restless. Your father would always bring in minstrels and bards from the city to entertain the house through the Winter, but this year you decided to cut that expensive ritual. In lieu of such amusements, the Gendarmes have taken to harassing the Scaletails. A few of the lizards have requested the opportunity for a "dewlap dance" with the Gendarmes, some sort of Scaletail custom by which they settle their differences. You're not totally clear on what it entails, since the chief, who served as translator, is gone. But it seems to be a kind of martial or athletic competition. The Gendarmes are certainly on board for it.

>How will you resolve this conflict?
1. Do nothing, it's just Winter fever
2. Hold the contest to decide
3. Order the Gendarmes to stop harassing the Scaletails
4. Write-in
>>
>>4386807
>2. Hold the contest to decide but make sure nobody gets seriously hurt or dies
>>
>>4386807
> do 3. This is unnacceptable make it clear the scale tails are citizens and any law broken against them will be punushed just as severly as if the scale tails were human.

> also do 2. Sounds like a good cheaper replacement for entertainment.
>>
>>4386807
>2. Hold the contest to decide

Partecipate has well, our partecipation should avoid anything violent between the two groups.
>>
>>4386831
+1, but with the caveat of >>4386810
>>
>>4386807
>>4386831
this, i just hope it isnt like a death match oh gods people are going to get maimed
>>
>>4386807
>2. Hold the contest to decide
>>
>>4386831
+1
>>
>>4386902
>>4386831
>>4386841
>>4386864

Combat check, roll 1d10+1 bo3
>>
Rolled 1 (1d10)

>>4386923
>>
Rolled 9 + 1 (1d10 + 1)

>>4386923
Hoping for a good roll
>>4386924
Damn
>>
Rolled 6 + 1 (1d10 + 1)

>>4386923
>>
>>4386924
>>4386930
>>4386946
>Critical Fail

You bring in all the Gendarmes for a council in which you reprimand them for their abuse of the Scaletails. Scaletails are citizens of the fief and any law broken against them will be punished just as severely as for a human. This is taken badly by the Gendarmes, and several of them voice what they feel is preferential treatment for outsiders. Creatures which have, in the past, attacked the village, stolen from it and even killed a few of its residents. Nevertheless your word is law and they cannot dispute it.

To release some of their pent up energy you decide to allow the contest. As it turns out, it's a simple wrestling match. Three members on each side The winner is the first one to pin the other for three seconds. Strikes and kicks are allowed as are mortal blows (since the lizards can regenerate), but for the sake of friendly competition you forbid anyone from dealing serious injuries.

The first round ends amicably enough. The Scaletail wins through a tactic involving wrapping his tail around the opponents leg and using the resulting imbalance to throw him. The second fight goes to the Gendarmes. The Scaletail is beaten into submission by the reigning boxing champion in the fief. The third match however, ends in disaster. The Scaletail, whether out of desperation or rage, snaps the limb of his opponent when the latter refuses to surrender. Instantly the Gendarmes draw their weapons and descend upon the unarmed Scaletails. When you order them to halt, they do so, but none of them are happy about it. They take the injured man to the infirmary, meanwhile the Scaletails claim victory and demand, as per their custom, that the Gendarmes bow their heads to them. For some of the Gendarmes, this is the last straw. Not only do they refuse to do this, but they abandon their oaths of fealty and leave the manor, braving the snow to go to a place where they will be more appreciated.

>-1 Might

---

143 YE Planting

The Winter passes and the snows clear. The King will begin taxation again, starting this Winter. There are also rumors of a brewing war with a neighboring kingdom. It's possible the taxes will be raised and men drafted for the king's armies. Senetar suggests investing some of your newfound wealth from last year into some productive enterprises. You open the council chamber to hear ideas from the Peasants and Gendarmes. One of the Peasants suggests reopening the abandoned mine northeast in the mountains. The Gendarmes on the other hand want new weapons and armor. And Senetar makes a personal suggestion to invest in a trade ship.

>How will you invest your wealth?
1. Give it to the moneychangers in the city for safekeeping
2. Use it to reopen the mine (-1 Goods, Adds mine related events)
3. Purchase new weapons and armor for the Gendarmes (-1 Goods, +1 Might)
4. Buy shares in a trading vessel to the Orient (-X Goods, variable return)
5. Write-in
>>
>>4386986
>2. Use it to reopen the mine (-1 Goods, Adds mine related events)

>The Scaletail, whether out of desperation or rage, snaps the limb of his opponent when the latter refuses to surrender.
This was also not acceptable behaviour

Also, a 1 in 10 chance of a crit fail is pretty dam high...
>>
>>4386986
>Buy shares in a trading vessel to the Orient (-3 Goods, variable return)
>>
>>4387002
Yeah but it's balanced by 10s canceling 1s (and vice versa)
>>
>>4386986
These hardly seem mutually exclusive, why not all of the above?
>2. Use it to reopen the mine (-1 Goods, Adds mine related events)
>3. Purchase new weapons and armor for the Gendarmes (-1 Goods, +1 Might)
>4. Buy shares in a trading vessel to the Orient (-1 Goods, variable return)

Also QM, are you sure you want to go with your current system of a crit overruling all other rolls when you are only using a d10 and it's rolling 3? Rolling 3 d10 with crits on 1 and 10 results in crits 51.2% of the time, and it doesn't seem realistic, and I'd argue it's unwanted for it to be that common.

>>4387002
It's higher than 1 in 10, we're doing 3 rolls at a time.
>>
>>4387008
See >>4387007
>>
>>4387014
Yea but having a 10 or 1 51% of the time is a lot
>>
>>4387014
Whether it's balanced or not isn't the issue, the issue is the fact that crits happen around every other roll, which is exceedingly high I would think most would agree.
>>
>>4386986
Lets do both of these. The mine will boost the economy while the new armour and weapons should make the remaining Gendarmes happy for now.
2. Use it to reopen the mine (-1 Goods, Adds mine related events)
3. Purchase new weapons and armor for the Gendarmes (-1 Goods, +1 Might)
>>
>>4387034
support
>>
>>4386986

2. Use it to reopen the mine (-1 Goods, Adds mine related events)

Helping boost our own economy is always a good thing.
>>
>>4386986
>2. Use it to reopen the mine (-1 Goods, Adds mine related events)
>3. Purchase new weapons and armor for the Gendarmes (-1 Goods, +1 Might
Pleased Change rolls to 1d100
>>
>>4387015
>>4387018
I don't care in the slightest. Fuck average rolls. I purposely chose a system that had high crit chance because I find the chaos more fun than normally distributed shit. Also the probability of actually rolling a crit taking into account the cancelation rule is approximately 1/10*9/10*9/10 which is a little less than 1/10 (81/1000). Likewise for rolling a crit fail.
>>
>>4386986
>3. Purchase new weapons and armor for the Gendarmes (-1 Goods, +1 Might)
>2. Use it to reopen the mine (-1 Goods, Adds mine related events)
>>
>>4387063
*a little more than 3/10 not 1/10. Forgot to take the choose.
>>
>>4387034
>>4387082
>>4387045
>>4387034
>>4387008

Let me get a 1d6+1 for the event.
>>
Rolled 3 + 1 (1d6 + 1)

>>4387100
>>
>>4387107
You decide to splurge and purchase both equipment for the Gendarmes and supplies to reopen the mine. The mine will take another year before it's profitable, but the new weapons and armor will be immediately effective.

>EVENT: The Super Scaletail

The chief of the albino Scaletails returns to the fief this season. Sorcerer Zorgoth's experiment was a compete success. The chief's natural regenerative powers have been amplified several fold by symbiotically bonding his humors to some kind of alchemically modified slime mold. The emissary explains that the chief will now be able to recover from almost any injury--so long as some bit of the plasmodium survives. He demonstrates the principle by cutting off the Scaletail's head and then reattaching it.

The only way to destroy the chief now would be to incinerate him. In fact, the emissary warns you that wounds which have been cauterized will not heal, as the mold is especially susceptible to high temperatures. Otherwise, he advises you to keep watch over the chief, as the mold-symbiosis may develop new abilities over time.

The chief's newfound powers have put the remaining Gendarmes as well as your Peasants on edge, especially now that the Winter is over and the rest of the Scaletails are fully recovered. You decide to speak to the chief to see what his intentions are. He is grateful for your patronage in their moment of greatest weakness and for treating them hospitably. He does not wish to break the oaths of fealty he has made, but he has two requests: first that his people be allowed to worship their own god as they find no comfort in the god of man, and second that he be allowed a short leave of absence to take revenge on the tribe that butchered his clan.

>How will you meet the demands of the chief?
1. Refuse them all
2. Allow worship but not revenge
3. Allow revenge but not worship
4. Accept them all
5. Write-in
>>
>>4387135
>4. Accept them all
>Ask if our men want to tag along in order to gain combat experience and loot
Lets not piss off the super creature for now. The revenge thing is quite interesting though, lets see if we can get something out of it.
>>
>>4387145
Supporting
>>
>>4387135
Allow revenge but not worship
>>
>>4387135
>5. Write-in
Allow revenge + advise them that they can worship their god for a small increase in taxes.

This is what the muslims did to Christians and vice versa in the Middle Ages.

>>4387145
Supporting sending our men along with them though
>>
>>4387135
>3. Allow revenge but not worship
>>
>>4387175
>>4387135

Seconding the write-in.
>>
>>4387135
3. Allow revenge but not worship
We've been too courteous to the scalies, they have to worship our god or fuck off.
>>
>>4387175
+1
>>
>>4387135
>3. Allow revenge but not worship
>>4387175
Actually, infidel tax was only a Muslim thing. Christians simply converted them.
>>
>>4387135

3. Allow revenge but not worship

Offer the chieftain to partecipate in battle against this tribe. We are quite eager for a fight, a battle against this foe is not an occasion to waste.
>>
>>4387175
Change Vote to this
>>
>>4387175
This
>>
>>4387175
>>4387247
>>4387345
>>4387928
>>4387944
Roll 2d10 please. Diplo for the jizyah and Combat for the revenge.
>>
>>4387993
>>
Rolled 4, 10 = 14 (2d10)

>>4387993
Imma dum dum
>>
Rolled 7, 7 = 14 (2d10)

>>4387993
>>
Rolled 5, 10 = 15 (2d10)

>>4387993
>>
>>4387996
>>4388004
>>4388033
>Diplomacy: Success
>Combat: Critical Success

You accept the chief's conditions with a few conditions of your own. First, regarding their religion, they will have to pay a small tax for that privilege, part of which will go the clergy, to appease the complains you're already expecting them lodge. Second, you and your Gendarmes will be tagging along in the attack. It will be a bonding experience for the Gendarmes and command experience for yourself. The chief agrees to everything and within the month you have completed all preparations for the expedition.

The tribe in question are a group of amphibious Scaletails, experts of ambush due to their nearly perfect powers of camouflage. You spend several weeks in the woods as the chief tracks their scent and movements until one day you come upon their camp, bordering on a small lake. Their patrols have luckily not spotted you and you take advantage of the surprise with an immediate attack. The Scaletails had no chance. You anticipate their escape into the lake and position your Gendarmes to trap them as they retreat from the screaming albinos. At one point one of them fires a javelin straight into the chief's head, cracking it open like a walnut. The chief calmly pulls the javelin out of his eye-socket, his head reconstitutes itself and he throws the javelin, hitting one of them in the chest. Once they witness this power the other Scaletails drop their weapons and surrender, kowtowing as if in the presence of a god, which in their eyes he must surely be.

The chief rounds all of them up, three or four dozen Scaletails, half of them dead, mostly the warriors, and the rest females and children. Despite your best efforts a few of them still managed to escape, but not their leader, who the chief challenges to the dewlap dance--but this time with no rules barred. The enemy chief is ripped apart limb from limb; his opponent without suffering so much as a scratch. As for the rest, the chief invites you to join him in feasting on the young and butchering the females--so that this tribe never again poses a threat. Such barbarism goes against the edicts of your religion and your Gendarmes urge you, in the name of god, to release the women and children or else to take them as slaves.

>How will you handle the survivors?
1. Slaughter them quickly and bury them, don't let them suffer
2. Allow the Scaletails to do as they wish
3. Release them
4. Take them as slaves
5. Write-in
>>
>>4388047
>5. Write-in
Take them as wives and adopted children. Absorb the tribe.
>>
>>4388047
>4. Take them as slaves
>>
>>4388047
>4. Take them as slaves
They won’t run away and try to get revenge on us and we get some free labour
>>
>>4388047
>>4388051
>5. Write-in
Urge them to absorb them. They will be loyal if they see him as a god.
>>
>>4388047
>4. Take them as slaves
They can work in our new mines...
>>
>>4388051
>>4388057
The scalies already have a super chief, let’s not expand their number further

Slavery adds to the strength of our domain, without directly adding to the strength of their tribe
>>
>>4388051
>>4388055
>>4388056
>>4388057
>>4388059
>>4388061
Let me get an Administration check here. bo3 1d10-1
>>
Rolled 7 + 1 (1d10 + 1)

>>4388062
>>
Rolled 9 (1d10)

>>4388062
>>
Rolled 5 (1d10)

>>4388062
>>
>>4388067
>>4388065
>>4388064
>Success

You forbid the chief and his lizards from harming the defenseless children and females. And instead take them in as slaves. This pleases your Gendarmes. Despite all their hatred of the lizards, they would not dare violate god's commandments. The albino Scaletails clamor to their chief, but are soon silenced by his authority. "Dragon has willed it," he tells them (Dragon being their epithet for you). As for the new slaves, they are happy to be saved from the literal jaws of death. The rest is a matter of distribution.

>Where will you assign the slaves?
1. As servants to your own house and that of your Gendarmes (+1 Influence)
2. To fields, to aid the farmers (+1 Goods this Harvest)
3. To the mines (make mines ready now)
4. Write-in
>>
>>4388089
>3. To the mines (make mines ready now)

Letting this new scalies near us would lead to even more conflict we already have and children fit quite good into mines.
>>
>>4388089

3. To the mines (make mines ready now)
>>
>>4388089
>3. To the mines (make mines ready now)
>>
>>4388089
>3. To the mines (make mines ready now)
>>
>>4388095
>>4388096
>>4388098
>>4388113

You send the lizards to the mines to aid both in their construction and subsequent operations. The Peasants there are glad to have disposable workers and the mine is fully operational and turning a profit within the season.

---

143 YE Harvest

The king's tax collector returns this season. This years harvest goes about as well as the last so you have no trouble paying him as well as the interest that's owed on your father's debt.

>-2 Goods

Senetar advises you to use the little bit of money you have left over to pay off some of the principle. Doing so would empty your coffers for the year. Nevertheless you'd like to be out of the kings debt as soon as possible.

>What will you do with the money left over?
1. Save it for a rainy day
2. Pay off some of your father's debt (1/3 Debt Paid)
3. Write-in
>>
>>4388116
>1. Save it for a rainy day

I am scared that if we pay it too fast off, the king may get the idea to increase our taxes. If we keep the goods for now, we can invest it.
>>
>>4388116
>2. Pay off some of your father's debt (1/3 Debt Paid)
>>
>>4388116
>>1. Save it for a rainy day
>>
>>4388116
>Save it for a rainy day
>>
>>4388119
>>4388128
You decide to hold on to the money for some later investment. If you move too fast out from under the king's thumb, he may decide to impose higher taxes. It's better to bide your time. The debt also gives a reason for the king not to bother you.

>EVENT: The Escaped Errant

A courier from the foreign king arrives with a message stating that the knight you helped apprehend last year, escaped while they were transferring him. The king initially refused to publicize another bounty, hoping that the knight would be captured discretely, but he's evaded the king's men for the past two seasons and now, no one knows precisely where he is, though he's suspected to have fled the kingdom again. Another bounty has been posted on his head, greater than the last.

>What will you in response to this news?
1. Nothing, let the chips fall where they may
2. Increase your personal guard (-1 Might)
3. Send out the Scaletails to try and capture him (Special Event)
4. Write-in
>>
>>4388135
>2. Increase your personal guard (-1 Might)
Let’s just kill him this time
>>
>>4388135
>2. Increase your personal guard (-1 Might)
>3. Send out the Scaletails to try and capture him (Special Event)
Can't we do both?
>>
>>4388135
3. Send out the Scaletails to try and capture him (Special Event)
Using 1 Might for a knight seems a bit overkill.
>>
>>4388155
Yup +1 here buddy
>>
>>4388135
4. Write-in

>Start an hard combat training between Arthur, Chilton and our vassal.
>Meanwhile the patrols in our land will have one slave with them when moving(of the ones we have just made). If they are expert in ambush, they should be able to see the signs of this knight before us. When we know he is here, we will track down is refuge and then fall on him.
>>
>>4388155
Switching to this
>>
>>4388135
>Send out the Scaletails to try and capture him (Special Event)

QM is kind of a retard for deliberately exacerbating crits desu, but alright. Anyway, we just lost Might for nothing recently, we shouldn't spend more for also possibly nothing.
>>
>>4388135
>3. Send out the Scaletails to try and capture him (Special Event)
>>
>>4388135
>3. Send out the Scaletails to try and capture him (Special Event)
>>
>>4388135
3. Send out the Scaletails to try and capture him (Special Event)
>>
>>4388135
>3. Send out the Scaletails to try and capture him (Special Event)
>>
>>4388414
>>4388401
>>4388267
>>4388259
>>4388218
>>4388159

You decide to be proactive and take the fight to the enemy. Forming a squad of Scaletails led by the chief, you order them to scour the forest and apprehend the knight. "Don't hesitate to kill him," you tell them. You won't be making the same mistake twice.

---

The remainder of the season keeps you busy with matters related to the harvest. The anniversary of your father's death also rolls around making the overall mood gloomy around the house. Your mother especially has been wandering the manor like a ghost. Once or twice you've found her asleep in the garden or on the castle walls where she and your father used to take walks. She has always been a devoutly religious woman and has done her best to put up a strong front for your sister and, you think, for you as well, so that you aren't distracted in worrying about her. Still the claims of the head priest--that your father would not be rejoined with god due to the manner of his execution-- have weighed heavily on her mind.

One day, after dinner, she asks if it would be possible to have the church bells rung in commemoration of your father's passing. "Such a gesture might inspire god's mercy," she says. "You know how the priests feel about it, mother," you tell her, rather more sharply than you intended. "Yes, of course," she says. "Forgive your mother's foolishness, darling. I wasn't thinking." That of course cuts straight to the heart. Technically, you could simply order the clergy to ring the bells but the head priest may also be convinced by a modest donation to the church.

>How will you handle your mother's request?
1. Ignore it
2. Donate to the church (-1 Goods)
3. Command the clergy to comply (-1 Influence)
4. Write-in
>>
>>4388460
>2. Donate to the church (-1 Goods)

Lets buy the good will of the clergy. Make clear that them helping us, will enrich them too.
>>
>>4388460
2. Donate to the church (-1 Goods)
We need to build Influenza more.
>>
>>4388460
>2. Donate to the church
time to smoother some of the clergy
>>
>>4388460
>2. Donate to the church (-1 Goods)

I'm gonna historyfag and say that no one ever believed that death from quartering leaves to guaranteed damnation. So long as he received last rites before his execution he's unlikely to be in Hell.
>>
>>4388460
>2. Donate to the church (-1 Goods)
>>
>>4388460
2. Donate to the church (-1 Goods)
>>
>>4388460
>2. Donate to the church (-1 Goods)
>>
>>4388460
>2. Donate to the church
>>
>>4388460
2. Donate to the church (-1 Goods)
>>4388529
Well this is a fantasy world with fucking lizard people, so the religions are different, for all we know god does hate people who were executed by quartering.
>>
>>4388460
>2. Donate to the church (-1 Goods)
>>
>>4388471
>>4388489
>>4388506
>>4388529
>>4388560
>>4388567
>>4388571
>>4388598
>>4388638
>>4388665

You decide to pay the church. Ordering them outright would just leave bad feelings and the head priest has far too much influence with the Peasants to upset without consequence. You don't tell your mother but on the eve of the anniversary, you take her up to the castle walls to listen to the bells ring and you hold her while she weeps.

>EVENT: The Sorcerer's Ward

The Scaletails return in the latter part of the Harvest--without the knight in tow--but with a message from Sorcerer Zorgoth. Zorgoth found the knight first and has taken him in as his ward. He supplies no reasons for this but you have a feeling that the knight will serve as yet another test subject for the sorcerer's arcane experiments. He says, however, that he wishes to maintain amicable relations with you and your fief and that if you really want him, the knight will be relinquished. Or, if it interests you, he will trade him for riches from his treasury or else an enchanted item of his own creation.

>How will you respond to the Sorcerer's offer?
1. Refuse the trade, take the knight
2. Accept the trade, take the money (+3 Goods)
3. Accept the trade, take the magic item (+1 Magic)
4. Write-in
>>
>>4389305

3. Accept the trade, take the magic item (+1 Magic)
>>
>>4389305
>4. Write-in
Take the knight and try to convince the sorcerer to tell us what is so special about this knight.
>>
>>4389312
+1
>>
>>4389312
+1
>>
>>4389312
+1
>>
>>4389311
+1
>>
>>4389305
>3. Accept the trade, take the magic item (+1 Magic)
>>
>>4389312
+1
>>
>>4389312
>>4389314
>>4389315
>>4389318
>>4389321
>>4389337
Let me get a Diplomacy check. Roll 1d10-1 bo3
>>
Rolled 8 + 1 (1d10 + 1)

>>4389338
>>
Rolled 1 - 1 (1d10 - 1)

>>4389338
>>
Rolled 8 - 1 (1d10 - 1)

>>4389338
>>
Rolled 4 + 1 (1d10 + 1)

>>4389338
>>
Rolled 10 (1d10)

>>4389338
>>
>>4389339
>>4389347
>>4389351
>Critical Fail

Although the money and magic are tempting, you'd rather be rid of the knight. You send back a reply saying as much, as well as requesting information about the knight, in particular why the Zorgoth is so interested in him, but Zorgoth refuses to entertain any questions. He does send the knight back, but he seems to be in a comatose state. Once again you send a courier to the foreign king and once again his men arrive to take the knight back. The bounty is not nearly as much as last time, on account of the knight's condition, but at least he won't be escaping again.

>+1 Goods

---

143 YE Winter

As before, the winter gives you some time to yourself. You finally turn 18 this season. A late and final growth spurt accompanies the auspicious year. One day your sister comments that you've grown even taller than your father was. Your mother, ever sensitive to the passage of time, dabs at her eyes when she sees her "little boy all grown up". Along with this come the usual demands for a daughter-in-law and grandchildren, of course. You've progressed in your studies however and do not wish to distract yourself unnecessarily.

>How will you spend the Winter?
1. Hold a grand ball for your birthday (-1 Goods, +1 Influence)
2. Persist in your studies with Senetar
3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)
4. Write-in
>>
>>4389733
>3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)
POWER!!!!!!!!! UNLIMITED POWERRRRRRR
>>
>>4389733
>2. Persist in your studies with Senetar
>>
>>4389733
>3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)
>>
>>4389733
>2. Persist in your studies with Senetar
>>
>>4389733
>>4389756
this
>>
>>4389733
>3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)
WE will destroy the King with magic;!
>>
>>4389733
>Persist in your studies with Senetar
>>
>>4389733
>3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)
>>
>>4389733
>2. Persist in your studies with Senetar
>>
>>4389733
>3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)
>>
>>4389733
>3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)
>>
>>4389733
>3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)
MAGIC BROS
>>
>>4389733
>2. Persist in your studies with Senetar

Magic is for faggots
>>
Honestly tho we should be trying to court some noble lady of advantageous birth. A shame anons chose to waste our sister on a commoner instead of bonds to an additional noble house.
>>
>>4389733
3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)

>>4390202
Well we shoulda been there earlier to make the smart choices.
>>
>>4390227
Undoubtedly. Nevermind the super lizard leader of the non human minority that alienated our own subjects, and punishing responsible peasants while rewarding the retards that don't know how to spend their money.

desu we're probably doomed.
>>
>>4390251
I would have voted for our father in law to get the enhancements so we have a loyal regenerating slime dad night thingy on our side.

Also agreed about that, but I would have either kept rents low and forgiven debts or kept it the same.
>>
>>4390275
alas, it is /qst/
>>
>>4389733
>3. Pay a visit to Sorcerer Zorgoth's tower (Special Event)

If possible maybe ask our mother for rumors for good wives before we leave?
>>
>>4389756
>>4389767
>>4389826
>>4389953
>>4390022
>>4390037
>>4390142
>>4390227
>>4390372

Let me get a Diplomacy check, roll 1d10-1 bo3
>>
Rolled 10 (1d10)

>>4390452
>>
>>4390452
>>
Rolled 10 + 1 (1d10 + 1)

>>4390452
>>
Rolled 9 + 1 (1d10 + 1)

>>4390452
>>
>>4390453
>>4390479
>>4390484
>Critical Success

Against the protests of your mother, you decide to pay a visit to Zorgoth's tower. You've always been curious about the enigmatic sorcerer. You don't think your father ever visited him, he always dealt exclusively with his emissary.

You take a few of your Gendarmes with you, including Chilton's father. You also take the chief since he knows where the tower is and has some experience with Zorgoth himself. He tells you that Zorgoth obsesses over detail and is in fact, quite shy. The chief only saw him twice during the whole of his stay. The tower itself is an impossible structure. It has no doors, no windows, just a simple shard of white stone that tapers to a point. When you approach it appears to get larger, but you soon realize that it is in fact you who are getting smaller. By time you're close enough to touch the tower, you're no larger than a mouse, the grass around you comes up to your neck, a sparrow on a tree quirks its head curiously at you and you quickly shuffle into the gate that has now appeared in the rock. The emissary greets you inside, as though he'd been expecting you. He takes you up the tower on a transparent tube around which all the floors are built. You arrive at last at a cozy dining hall. A huge roasted boar serves as the centerpiece complete with white tusks. The emissary tells you that Zorgoth will be joining you shortly.

A few minutes later a woman appears from behind a silk curtain, possessing such beauty (and a figure to a match) that it feels almost sinful to look at her. That doesn't stop the Gendarmes (or yourself) of course. You are all stunned--except for the chief who merely bends his knee. She speaks to him in the Scaletail language of hisses and croaks and he responds in turn, gesturing to you.

"You are taller in person," she says, taking her seat at the helm. You look at the chief and whisper, "You didn't say she's a woman!" And he begs forgiveness, saying he didn't notice--all humans look and sound the same to him. "My condolences again regarding your father. He always dealt generously with me." She gestures to the food. "Please, enjoy yourselves." The Gendarmes dig in, but the Sorceress herself eats nothing. You've lost your appetite from shock and you refrain from eating also. Afterwards you exchange pleasantries, she says little about the knight but instead expresses an intense interest in you. It is not the charming coquetry you'd find in the ballroom, but rather the curiosity of someone dissecting an exotic insect. Later you'll remember this conversation fondly, though dimly, one in which you did most of the talking.

"Your manners are charming," she tells you afterwards. And she offers you a birthday present before you leave.

>What gift will you choose?
1. A divination
2. A one-time-use magical item
3. A wife
4. Write-in
>>
>>4390489
>4. Write-in
Her as a bride.
>>
>>4390509
In one hand: a powerful wife
On the other hand: death
Worth a shot
>>
>>4390511
>Worth a shot
this
>>
>>4390489
Maybe get her to join our court as an advisor?
>>
>>4390489
2. A one-time-use magical item
ignore magical whores, acquire power.
>>
>>4390566
If we gain her favour it's much more useful than a one-time magical item.
>>
>>4390489
3. A wife
>>
>>4390509
>>4390520
Either of these would be amazing...
>>
>>4390509
+1
>>
>>4390489
>2. A one-time-use magical item
>>
>>4390509
+1
>>
>>4390509
+1
>>
>>4390489
Give us Same the super Powers as scaily boss
>>
>>4390489
4. Write-in
Super powers better than the scalie chief, and won't mutant us into something only a mother could love.
>>
>>4390509
Indeed. What an edge we will have over the other houses with magic entwined into our bloodline.
>>
>>4390509
>>4390511
>>4390512
>>4390664
>>4390675
>>4390713
>>4390753
>>4390976

You ask for her hand in marriage, mostly as a joke. She however, does not laugh. Instead, she reacts as though she'd expected this all along. "That can be arranged," she says. "Come with me." Not knowing what else to do, you follow her up into a dark chamber whose walls are lined with large floating tanks of green liquid. Inside the tanks are people--women--curled up in a fetal position. Each one an almost identical copy of Zorgoth, a sister or twin, but with some key difference. One has horns like a goat. Another has a thick powerful tail. Another has interlocking scales covering its body. One has fur. There's a blonde, a redhead, a brunette, one with no hair, one with no arms ("that one's not ready yet"), one with four arms, one with dark skin, one with fair skin, one with no skin. She shuffles through them like some one going through the hangers on coat rack. Finally she settles on one that looks like a younger version of herself, a girl a little older than your sister. She gestures toward the tank and the liquid drains and the body falls to the ground with a wet smack. She wraps the girl in a silk sheet which she produces from nowhere and puts her into your fumbling arms. The girl is shivering, though unconscious, and you hold her closer to your body to share your warmth. She's so frail, nothing at all like the Sorcerer, and in some ways more beautiful, because of that weakness.

"Teach us well and we will learn quickly," says the Sorcerer, bringing you back down. "I look forward to our offspring." She leaves you with the emissary, who takes you as far as the gate. Before you leave, the emissary tells you never to return to the tower with the girl or to tell her about the Sorcerer, but reiterates his master's interest in progeny. You return to the keep, all in a daze, holding the girl to your bosom all the while (she starts shivering otherwise), wondering how you're going to explain this to your mother.
>>
>>4390509
+1
>>
>>4390979
Um... it's a bastard, we legitimize her?
>>
>>4390979
>EVENT: The Sleeping Beauty

The house is abuzz with the arrival of your new fiancee. Your mother is initially distressed by your report, but on seeing the girl with her own eyes--all helpless and innocent--is overwhelmed by her maternal instincts. The girl, however, does not wake. Days turn to weeks and still her eyes remain shut. She takes no food or drink, she expels no waste, her only reaction to the outside world is her constant shivering. Your sister finds it romantic. Your mother behaves as if one of her own children were sick. As for yourself, it's all rather confusing. On the hand, the betrothed are not to touch each other before the wedding, on the other, your touch is the only thing that keeps her from shivering. You spend almost every night with her limp body held against yours, trying to protect her from the Winter frost. It's almost like sleeping with a corpse, except that in the silence you can feel her heartbeat and the slight warmth of her blood reciprocating your own. One night, inspired by the sight of her sleeping face in the blue moonlight, you lean down and kiss her lips. As you pull back, her eyes flicker open, she looks at you and sneezes.

Over the next few weeks, the girl seems to progress through all the stages of a newborn, she learns to walk, talk, eat, dress herself. The Sorcerer was right, she learns everything after being shown only once. Your mother and sister take charge of her education, though she seems to prefer your company most. It's still not clear what she is--she's doesn't need to eat, drink or sleep, but does so only for show. Your mother is particularly disturbed by this and wants her examined by the church. Senetar feels likewise, albeit for different reasons. He feels the marriage provides you with no political advantage and suggests keeping her on as a personal maid, that is, a paramour. But your mother would lose her mind if she ever got wind of such a perverse arrangement. Plus, you're not sure what the Sorcerer would do if she found out that you didn't marry her--whatever this is--in the end.

>What will you do with your fiancee?
1. Marry her without delay
2. Hand her to the church to be examined
3. Take her as your paramour
4. Write-in
>>
>>4391018
>1. Marry her without delay
We only need to show her something once huh? That can be quite useful. Also let’s not piss off the sorcerer.
>>
>>4391023
Support. Especially avoiding pissing off the sorcerer.
>>
>>4391018
>3. Take her as your paramour
The sorceress probably doesn't care about the marriage, aslong we produce offspring.
>>
>>4391023
+1
>>
>>4391018
>1. Marry her without delay
lets get them babies popping out
>>
>>4391018
>1

le marriage
>>
>>4391023
Exactly, what stops us from making her at magic and fighting? Or even in more mundane things like helping us out with the laws and money management.
+1 for wife.
>>
>have allied with a race that's our ancestral enemy
>turned their leader into our right hand darth vader except magic instead of cyborg
>marrying the homonculus/clone/??? of some fucking swamp witch instead of a highborn daughter

Now that's not to say I'm against any of this, I'm down with this direction 100%. But I think we're on course for a bit of a PR crisis in terms of the wider realm. Might end up in a Vlad Tepes situation where we're reviled at large in the realm but beloved amongst our people.
>>
>>4391018
1. Marry her without delay
yeah, we can also teach her how to fight, tactics and such, but i guess the society will look down on women fighting.
>>
>>4391155
She doesn't seem like a sociable type. She can whisper in our ears the advice she has. No one will know better.
>>
>>4391148
At least our Vader is loyal to us for now. Once we teach our wife to fight we will be in a secure position. Also fuck the wider realm, wait for the right moment so we can secede.
>>
>>4391207
oh yeah 100% fuck the wider realm, but its something to keep in mind
>>
>>4391018
>2. Hand her to the church to be examined

>>4391148
Everyone on this board always makes the most retarded choices possible.
>>
>>4391018
>3. Take her as your paramour
>>
>>4391018
>1. Marry her without delay
Just add to her education - especially around social norms, church theology and her ‘duties’ as a wife
>>
If things go poorly, we murder her.
>>
>>4391018
>1. Marry her without delay
>>
>>4391023
This.

If you ignore her lack of connections outside of the magical community her insane learning speed is immensely valuable. Just shove as much knowledge into her as we can.
>>
>>4391207
His loyalty to us is only due to our good treatment of his tribe and we let him avenge his people with our own support. Still, the word is going to spread of the giant terrifying undying lizardman whose our enforcer.

Keep in mind our lands are only a tiny village. There is no way we can safely secede. We have far too little power.

>>4391148
The only people who can figure out the origins of our wife is the magical community who will figure it out eventually. The other races will actually respect us for our benevolence with other species. Marrying off the younger sister to a soldier shows great compassion to the common masses and our men. You are right though we are not going to be by any means popular in the wider realm. We openly consort with monsters and witches.

Basically, we are gearing ourselves up to be the mysterious dark lord of the realm. We ignored improving relations with more savory peoples in exchange for making unusual connections. Whom everybody knows better than to fuck with and prefers to leave alone. So long as we seclude ourselves we should be largely fine. The rumors that will abound are going to be scary shit though.
>>
>>4391023
>>4391044
>>4391062
>>4391066
>>4391129
>>4391155
>>4391391
>>4391438
>>4391495

You decide to ignore the protests of your council and family and marry her straightaway. In both beauty and brains she's obviously peerless, and as long as you teach her to behave like a human, no one will find out she isn't. The wedding date is set to be at the last day of the season. You wanted to do it even earlier, just a short ceremony at the church, but your mother and sister would not miss the opportunity for an elaborate celebration. Well, your sister anyway, your mother is still hesitant about the whole affair.

In the meantime you occupy yourself with the instruction of your bride. Her prodigious mind makes short work of the books in your library and quite soon she's gently correcting your own work. She's developed a kind of otherworldly sensitivity toward you, your feelings--and you think sometimes even your thoughts--saying or doing just the right thing in the moment. This makes it almost impossible not to feel affection for her, yet although she plays the part well (learned mostly from your sister and the books she's read), you're not sure if she actually feels the things she expresses. You remember seeing an exotic bird once in the city, that could perfectly emulate human speech. If you closed your eyes you wouldn't be able to tell the difference. She often reminds you of that bird. You've even call her Polly, as a way to remind yourself that she isn't human. Still, when you see her laughing with your sister, or when you sometimes catch her reading in the study at night, folding her hair back behind her ear, you forget.

You must now decide on how you will guide her education. It may be wise to keep her as merely a wife and confidant, yet it seems a squandering of her genius.

>How will you focus your fiancees education?
1. As a wife and mother
2. As a scholar
3. As an honorary priestess
4. In statecraft and administration
5. In the martial arts
6. Write-in
>>
>>4391599
1. As a wife and mother
2. As a scholar
3. As an honorary priestess
4. In statecraft and administration
5. In the martial arts
6. Write-in Subterfuge and law
>>
>>4391599
>4. In statecraft and administration
>>
>>4391599
>4. In statecraft and administration
>>
>>4391599
>1. As a wife and mother
I personally find it very funny if we or our wife dies and Zorgoth only gets memories of giving bjs, cooking, and kissing babies.
>>
>>4391599
4. Statecraft and administration.

If we get what is effectivly a 50 rank steward in ck2 we can revolutionize economy in the next 20 years
>>
>>4391599
>4. In statecraft and administration
>>
>>4391599
4. In statecraft and administration
>>
>>4391599
>1. As a wife and mother
Having and raising and heir is her most important duty - statecraft is secondary.
>>
>>4391599
>1. As a wife and mother

Not that she can't be a valuable asset, but it seems those other fields, scholar, religion, statecraft, martial arts, those are all things the MC himself would get better use out of teachers in.

Having her as a good wife and mother though, not only would foster a stable and stress free family environment, but also probably make her better at raising heirs. She seems pretty competent herself, and magically powered? Having her to be able to teach any children in magical ways, and being a good enough mother to raise them well in general, seems the best benefit.

Plus, "wife and mother" is the only area which the MC can't handle himself, everything else he's potentially capable of.
>>
>>4391754
agreeing
>>
>>4391599
>1. As a wife and mother
>>
>>4391599
>1. As a wife and mother
>>
>>4391820
Agreed, we don’t want everyone being on edge over how she’s insanely good at everything, or something that’s normally hard to do.

And if we ever need her for fighting or statecraft and whatnot we just give her a few days of reading/learning.
>>
>>4391599
>1. As a wife and mother
Unless her ability to learn wears off after the wedding, I don't see why we can't focus on this first and administration after they're married?
>>
>>4391607
>4. In statecraft and administration
>>
>>4391018
3. Take her as your paramour
We wanted to marry HER the actual Sorcerers, not a copy or a clone!

If she intervenes or has objections before we get a REAL marriage, then we can offer to marry the sorceress instead.

Also lets not mess up another marriage with no political advantage....
>>
>>4391599
1. As a wife and mother
Get this out of the way first since kids take a while to get started. Lets have a dozen.
>>4391820
Agreed, shes burning through the books and soon enough she'll learn everything there is to learn that we can offer before we turn see our 30th winter,
>>
>>4391993
This is the better option, if MC is the local ruler, why settle for anything less than the real deal? Or even just refuse the clone offer if the sorceress refuses. It's not just a weak choice because of no political benefits to such a marriage, but it's also willingly choosing a position of weakness beneath the real sorceress.

>>4391997
But for the sake of brevity and keeping momentum, yeah it's not like she wouldn't be able to learn or at least read books while child bearing. Nine months of the year straight, she can read books. And hell, if this is anything like actual old timey nobility, she wouldn't personally be responsible that much for raising the children while very young, like a wetnurse/nanny would handle that until they're old enough to start being taught things. So you're looking at maybe 5 years where she can continue to educate more or less uninterrupted.
>>
>>4391599
>1. As a wife and mother
>>
>>4391599
Cant we just pick all of them? if she learns so quickly, it shouldnt be a biggie for her.

if not:
4. In statecraft and administration
>>
>>4391820
Agreeing
>>
>>4391599
>1. As a wife and mother
>>
>>4392065
I'm imagining QM means in what priority order
>>
>>4391599
>1. As a wife and mother
>>
>>4391607
A spy to send to the King's court.

She proves to be a super fat learner and very good at imitating or gettinf in the mind of people around her.
With moderate combat training she might be able to take on the scaletail chief.
>>
>>4391659
>>4391809
>>4391820
>>4391829
>>4391888
>>4391903
>>4391947
>>4391997
>>4392010
>>4392077
>>4392109

You decide to let your sister and mother guide her studies. You need a wife and mother of your children before you make anything else of her. She takes to the role all too happily anyway and it assuages your mother's fears somewhat of your fiancee's supernatural qualities.

>EVENT: The Redfoot Wedding

The wedding ceremony takes place at the church, the morning of the actual celebration. Your mother ensured that it was a short procession with all the proper religious ornaments. The more elaborate reception takes place in the manor. Many of your neighbors have come, in part to see the mysterious new bride, in part to examine how the fief has fared after your father's death. Those of which who were planning a union with your family through their own daughters are initially spiteful and arrogant, spreading rumors of a forced marriage with a loose woman because of unchecked promiscuity. Once the bride arrives however, they and their daughters can only burn with jealousy. Some of them attempt to get close to your sister instead, but your sister expertly rebuffs them all. She does seem to enjoy teasing Chilton with all the attention she's getting, which makes him so distraught he leaves in the middle of the party.

Rumors about your dealings with the Scaletails, the Sorcerer and the reopening of the mine have also spread, twisted out of recognition in the process. The fieflords don't know what to make of you, but a few see opportunity. These are the same men that refused to help your father when he asked them for aid, now they present you with wedding gifts and proposals of alliance and trade. Of particular interest, is the ore you've begun to draw from your mines.

>How will you react to these proposals?
1. With polite but firm rejection
2. With trade deals for your ore (+1 Goods every Harvest)
3. With oaths of alliance and brotherhood (+3 Influence)
4. With disdain and mockery
5. Write-in
>>
>>4392338
>2. With trade deals for your ore (+1 Goods every Harvest)
Fuck all of these guys for not helping our dad. We do need more goods though so we will accept the ore trades.
>>
>>4392338

2. With trade deals for your ore (+1 Goods every Harvest)
>>
>>4392338
>2. With trade deals for your ore (+1 Goods every Harvest)

We need to repay our debt asap, but afterwards we can get revenge
>>
>>4392338
>2. With trade deals for your ore (+1 Goods every Harvest)
I would tell them to fuck off but we need to pay that debt.
>>
>>4392338
>2. With trade deals for your ore (+1 Goods every Harvest)
>>
>>4392338
trade deals
>>
>>4392338
5. Write-in

If there is atleast 1 lord, who did a little/tried to help, we should ally with them. We should reward the ones who are helping us.
>>
>>4392338
2. With trade deals for your ore (+1 Goods every Harvest)
>>
>>4392338
>2. With trade deals for your ore (+1 Goods every Harvest)
We should start paying down the debt. The two bounties we got..was that ever counted as goods? Since it was said to be high, and we got two couldn't we use that to pay some of the debt?
>>
>>4392338
2. With trade deals for your ore (+1 Goods every Harvest)

Who are those bozo?s
>>
>>4392338
>2. With trade deals for your ore (+1 Goods every Harvest)
>>
>>4392342
>>4392376
>>4392379
>>4392410
>>4392457
>>4392470
>>4392705
>>4392745
>>4392805
>>4392865

Let me get a Diplomacy check for negotiations. bo3 1d10-1
>>
>>4390979
>>4391018

Well that's pretty fuckin' trash
>>
Rolled 5 + 1 (1d10 + 1)

>>4393078
Nat 1 here we come
>>
Rolled 8 + 1 (1d10 + 1)

>>4393078
>>
Rolled 3 + 1 (1d10 + 1)

>>4393078
>>
>>4393078
This add +1 more goods to what mines produce every harvest?
Also do we have the slaves mining even in the winter?
>>
>>4393112
>>4393113
>>4393140

You decide to shop around for the best deal you can find for your ore. Before the end of the wedding you've negotiated with two of your neighbors for a trade that will profit the both of you--as long as your mines don't run dry.

---

144 YE Planting

You start the new year with a new wife, who becomes a surprising comfort to you after a long days work. You enjoy the usual newlywed bliss, often well into the night. With every passing day you forget more and more the true nature of your wife. Quite soon, she seems as human as yourself.

With the mine now bringing in trade from your neighbors, the Peasants want to take advantage of the caravaneers and merchants that pass through the fief. They want your permission to build a bazaar in the fief and a few of your Gendarmes to serve as enforcers to keep thieves and other undesirables away.

>How will you respond to this request?
1. Offer them no help, but don't hinder them either
2. Give them some money to speed up construction (-1 Goods)
3. Assign some of your Gendarmes as guards (-1 Might)
4. Forbid them from such a construction
5. Write-in

Resources:
- Goods: 1
- Influence: 0
- Might: 3
>>
>>4394104

5. Give them some money to speed up construction AND Assign some of your Gendarmes as guards (-1 Goods, -1 Might)

This is a chance to properly get the ball rolling on our economy. Any investment we make is going to pay back dividends in the long run.
>>
>>4394125
Supporting

We’ll just need to levy some taxes on merchants...

Maybe introduce a ‘trading permit’ we needs to be renewed yearly
>>
>>4394125
Support! ;))
>>
>>4394125
support
>>
>>4394125
Supporting.
>>
>>4394125
>>4394136
>>4394138
>>4394156

You like the idea of further expanding your economy. Any investment you make now is likely to pay dividends down the line, so there's no reason to skimp. Not only do you reassign some of your Gendarmes to guard duty (the older, less sprightly ones) you also donate some funds to speed up construction. The Peasants are delighted by your support and promise to put it all to good use.

>+1 Influence

>EVENT: Chilton's Quest

Ever since Chilton walked out of your wedding, he's been avoiding coming to your manor or seeing your sister. Your sister has been racked with guilt over how she acted during the wedding, but refuses to acknowledge her faults, blaming Chilton for taking things too personally.

One day Chilton meets with you in private to tell you that he's leaving the fief and going abroad to seek his fame and fortune. He's been thinking about his lowly position ever since he saw all the other nobles hover around your sister at your wedding. He wants to prove himself not merely worthy of your sister's hand, but the best of all her choices. He promises to return before the wedding, either triumphantly, or beneath a burial shroud.

>How will you respond to such conviction?
1. By persuading him out of it, lest he get himself killed
2. With your blessing and best wishes
3. With some of your Gendarmes as escort (-1 Might)
4. Write-in
>>
>>4394175
>2. With your blessing and best wishes
>>
>>4394175
>2. With your blessing and best wishes
Tell him to talk to our sister first. Maybe he can bring back something she likes as a peace offering.
>>
>>4394175
3. With some of your Gendarmes as escort (-1 Might)
Hes our brother in law, We could send his dad with him if he was enhanced....
>>
>>4394233
+1
2 or 3 should be enough to escort him, let's see if he returns triumphantly
>>
>>4394175
>3. With some of your Gendarmes as escort (-1 Might)

I don't want a crying sister. Fuck you people who call me now a moral fag.
>>
>>4394217
Support
>>
>>4394233
>>4394342
>>4394353

You're pleased with Chilton's conviction, but letting him go out alone into the wide world seems like a recipe for a tearful sister. You decide to have a few Gendarmes escort Chilton on his quest. He's initially reluctant to accept any help, but you insist on it, citing that it help your sister accept the situation.

Of course, it helps only a little. Your sister tries to keep face as usual, strutting around and ordering the servants with more gusto than ever, but at night you get reports from your wife of your sister's weepy guilt. Chilton had better come home in one piece, you've instructed the Gendarmes to prevent him from hurting himself in case he fails and to bring him back by force if necessary.

---

The bazaar is completed in the latter half of the season and increased trade has brought even greater prosperity to your fief. Skilled artisans, seeking markets less competitive than those of the city have come to settle in your fief. They are willing to pay upfront for some land, as well as a fee for the privilege of being the sole craftsman of their respective good. All of your lands are occupied however. You would have to seize it back from the Peasants or else expand your borders.

>What will you do with the artisans?
1. Turn them away
2. Take land from your Peasants and give it to the artisans (-1 Influence, +2 Goods, unlocks artisan related events)
3. Claim land outside your borders and sell it to the artisans (+2 Goods)
4. Write-in
>>
>>4394385
4. Write-in
Buy it from the peasants and rent/sell it to the artists.

Do we really have no more space for them or do they need *that much* land?
>>
>>4394385

3. Claim land outside your borders and sell it to the artisans (+2 Goods)

No way this could possibly go wrong.
>>
>>4394397
Support
>>
>>4394385
>3. Claim land outside your borders and sell it to the artisans (+2 Goods)


There is actually some land with no one right now no ? the one of the tribe we have defeated.
>>
>>4394397
I don't think we have the goods to do this, we spent our 1 good on establishing the bazaar. What if we offered any uprooted peasants employment as Gendarmes? Though that might cost goods too. Either way...

>>4394385
3.
>>
>>4394385
>3. Claim land outside your borders and sell it to the artisans (+2 Goods)
>>
>>4394461
wait 3 doesn't have unlocks artisan related events. is that a mistake? because if its not I change my vote to 2
>>
>>4394465
>>4394461
>>4394444
>>4394398

You decide it's time to expand your borders. You claim some of the lands outside of your border and reassign some of your Peasants to it. The land closer to your village which are freed as a consequence is sold to the artisans. The Peasants are without complaint from this arrangement and the artisans are satisfied with their purchase. The only issue is how your neighbors might take your sudden expansion, not to mention the king.

>EVENT: The Red Vein

The mining operation has been going smoothly for this past year and shows no sign of slowing down. The Scaletail slaves you "rescued" from the chief have pulled their weight, greatly improving production. One day, one of the miners comes to you to show a mysterious glowing red gemstone they've discovered. He tells you they've found a whole vein of the stuff, flowing like blood through the rock. The gem is slightly warm to the touch, like its been out in the sun for a long time, but is otherwise unremarkable.

>How will you react to this news?
1. Order the miners to focus on mining out the vein so you can sell it at market (+? Goods)
2. Tell the miners to proceed as normal
3. Grant the miners the gems as a gift (+1 Influence)
4. Write-in
>>
>>4394484
4. Bring it to the witch and ask her what it is.
>>
>>4394484
>>4394495
>>
>>4394484

2. Tell the miners to proceed as normal
>>
>>4394495
supporting
>>
>>4394495
support
>>
>>4394495
this
>>
>>4394484
Supporting >>4394495
>>
>>4394461
I figure the income from goods offsets it, we'd probably only get +1 goods instead.

>>4394461
I think so long as the market is nearby rather than far away and built soon it would work, other wise yeah, Gonna have to use "imminent domain."
>>
>>4394495
>>4394510
>>4394534
>>4394554
>>4394594
>>4394605

Sensing that the ore might be of magical origin or possesses arcane properties, you decide to bring it to the only authority you know on the subject: the Sorceress Zorgoth. Rather than make the trip yourself, you send a message and have the emissary come to you. He takes a sample of the ore (and also asks a few probing questions about your wife) and returns a few weeks later with Zorgoth's report. The Sorcereress advises you to focus on mining the vein, but not telling anyone about the gems--especially not the church. She believes it might be the congealed blood of a fallen angel, and that it may have incredible (and unknown) magical utility. She wants to buy all the gems from you at a premium to fuel her research, offering diamonds and rubies from her treasury.

>How will you meet the Sorcerer's offer?
1. Decline the offer
2. Accept the offer (+5 Goods)
3. Accept, but as an investment in her research instead (+1 Influence)
4. Accept, but in exchange for your choice of magical artifact from her vaults
5. Write-in
>>
>>4394630
>2. Accept the offer (+5 Goods)
>>
>>4394630
>5. Write-in

Accept some of the goods she is offering (+2 goods), while also investing in her research. And talk about the possibility of improving our body, in strenght and so on. If our offsprings can hereditate this kind of traits has well it would be good for our family, in many ways.
>>
>>4394630
Can we get a list of possible magical artifacts to pick from first? If not,

2. Accept the offer (+5 Goods)
>>
>>4394630
4. Accept, but in exchange for your choice of magical artifact from her vaults

If we don't like any of them we can take goods
>>
>>4394701
support
>>
>>4394630
>2. Accept the offer (+5 Goods)
>>
>>4394796
If the choice wins, there'll be another vote with a list of magical items
>>
>>4394874
If we don't like any of the options can we go for the Goods instead
>>
>>4394833
This.
>>
Is it just one artifact we can choose or multiple?
>>
>>4394881
You can but you'll have to pass a Diplomacy check to get the full +5 after backtracking.
>>
>>4394925
You choose one among several.
>>
>>4394630
>2. Accept the offer (+5 Goods)
>>
>>4394630
4. Accept, but in exchange for your choice of magical artifact from her vaults

>>4394701
I can also go with this if we don't find anything we like.
>>
>>4394630
>4. Accept, but in exchange for your choice of magical artifact from her vaults
>>
>>4394630
>2. Accept the offer (+5 Goods)
>>
>>4394701
Supporting this
>>
>>4394701
+1
>>
>>4394630
>4. Accept, but in exchange for your choice of magical artifact from her vaults
>>
>>4394701
+1



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