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No fighting in the War Room.

Posted by DMFor group 0
DM
GM, 4 posts
Sat 3 Oct 2015
at 14:28
  • msg #1

No fighting in the War Room

In the war-room - on the table with a large map of the Arrivigian Kingdom in the centre.

A sheet of parchment - with the following information:


1. How big is the orc invasion force?
Possible resolution: send scouts - maybe recruit that Zhe guy for it (see main post)

2. If the Arrivigian Realm doesn't unify peacefully - will they be too divided to hold the invasion?
Yes

3. Why would the big orc boss give us warning about the invasion?
Arrogance or honor

4. When is the invasion force due to arrive?
Possible resolution: Again, scouts

5. What were the orcs running from that they are basically planning to flee through us?
From the orcs mouth.

6. How do we amass a fighting force?
Finances, strongly motivated populace, equipment, reinforcements from the Marian Empire, time to train them - conscription, rations,

7. Where do we stop it?
in Numoria?

8. How do we stop it?
Raise an army
Valerian Hawke
player, 1 post
Mon 19 Oct 2015
at 15:34
  • msg #2

No fighting in the War Room

As part of Valerian's ongoing quest to enlarge his army Valerian steps up his recruitment efforts - focusing on the lower ends of society, any mercenary bands and Marian émigrés. After a few weeks Valerian will head into the countryside (maybe with any escort Brick can spare from training) to begin recruitment there. Valerian is also going to get the Rigelli (spelling?) to begin to spread rumours (per the DMG rules) in order to get the lower and merchant classes of Ecthesis to be more favourable to the Marian Empire/Third Army/Trading Company. Valerian can also do the carouse checks himself while recruiting if needed (though I'd rather have a charismatic person do it :P ).

Valerian will also attempt to persuade the upper orders of the threat of the orc horde and is going to check with the Tiefling Ambassador as to what the best ways to do this would be (since Valerian is aware of his distinct lack of diplomatic training).
21-1-0 NC
Wed 21 Oct 2015
at 16:42
  • msg #3

No fighting in the War Room

A note or two on your knowledge of mercenaries:

Mercenaries do not exist in the Twin Empires, they are in fact illegal. Bands or individuals that travel through Imperial ports are only allowed to enter the walled harbour quarters found in a mere score of imperial cities, at all other locations they must remain on their ship on pain of death. State control of military force is thus in theory absolute, given the armies structure effectively there is no real need for local powers to make use of them either.

The deep southern lands of the chivalric likely have small bands of swords for hire given there is no explicit ban on them in their code but a general frowning upon a perceived lack of honour which dominates martial affairs in those kingdoms. Again local military arrangements make them effectively unnecessary on a large scale as independent bodies.

Mercenaries do however very much exist across the Gold Sea the land of ancient, merchant and mage princes. Most of the continent is rife with both small bands and vast organizations. Armed men and women of negotiable loyalty replace standing armies and watches, though it is worth note that certain groups have a strong fidelity with a given city (one in particular actually built and owns the city) but ultimately the coin must still flow.

The Free Cities of the Great Gate peninsular (just south of Aravigia) make extensive use of mercenaries in a fashion reminiscent of the far flung lands on the other side of the known world but on a much smaller scale and in a slightly more organised fashion. Separated from the rest of the Chivalric kingdoms geographically and culturally they do still maintain public watches and a nominal legal method of raising the population to arms but the competitive nature of private individuals and the cities themselves means a peculiar form of mercenary warfare is the norm. The bands must apply for a licence from the Guild of Mercenary Arms (reputed also to be an establishment linked to assassins) which is recognised by all the city states and demands fees and prescribes a code of conduct. It is not unheard of for captains of rival armies to come to terms without ever actually fighting to save both sides unnecessary loss of life or expenses though this sort of behaviour doesn’t encourage repeat business.

Now to Aravigia:

You discover it to be a land without a domestic mercenary trade, apparently it had hitherto for been too politically stable for one to survive. The nobles are sufficiently well supplied with young men and loyal subjects to keep their own lands free of substantial banditry and thus the trade caravans passing susceptible only to their potentially criminal taxes. When the messenger from the capital city spoke of mercenary forces it is likely they meant to hire them from abroad, make an arrangement with a border princedom or both.



Over all your trip to the country side yields little since most able people have either already been marked for service in a lords army or are unwilling to join a foreign one any more than a native one. All in all you scrape up another five men, two of whom you expect of being runaways left out of other drafts for being too young, another you are sure had to leave town in a hurry for some misdeed or other and the remaining two to avoid the hard work of a turning agricultural season.

Upon your return the Wregelli staff Trivaldi promised have arrived (making your sleeping accommodations quite cramped) but he says he has a plan to get the funding that was promised. All he will need is one of your bars of Mithril and two days. Rather worryingly he finishes by asking if any of you are any good at card games.

Roll 6d6 and pay that much gold. Roll a Charisma (Deception or Persuasion) check and give me an example of what might be said to ingratiate the populace to the Marian Empire.
This message was last edited by the GM at 16:42, Wed 21 Oct 2015.
Valerian Hawke
player, 5 posts
Wed 18 Nov 2015
at 16:33
  • msg #4

No fighting in the War Room

I assign a mithril bar to Trivaldi.

"I'm able to play Three Dragon Ante, but I am uncertain if I know anything about the games of Aravigia.

Why would my competency at cards be an issue?
"
This message was last edited by the player at 16:34, Wed 18 Nov 2015.
21-1-0 NC
Wed 18 Nov 2015
at 16:54
  • msg #5

No fighting in the War Room

He gives you one of the most roguish smiles you have ever seen as you hand him a bar that could buy a sixth of the city outright "Three Dragon Ante is perfect" and then trundles out the door after having wrapped the bar in a leather cloth.
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