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A colony ship is sent out from earth to settle a new planet. An industrialist decides to have the leaders of the expedition including himself turned into AI along the journey. The ship gets knocked off course and encounters one catastrophe after another. Eventually starting to break apart. Everyone fled into either one of the four survival decks and dislodged themselves from the main hull.

You are The Priest, a religious ruler that was transformed against his will. You wake up to find that 300 years had passed since crash landing, the countless millions of colonists have been reduced in population drastically and suffered technological degradation, and the planet they live on is inhabited with various fantasy races that don't take kindly to their "Invasion".


First Thread: http://suptg.thisisnotatrueending.com/qstarchive/2333630
Second Thread: http://suptg.thisisnotatrueending.com/qstarchive/2402083
Current Events:

You have established links with the Elven survivors of the civil war that destroyed the Alistair Republic.

The Spanishesque Elves up north have been identified as Gear Elves as they have claimed the old capital as their own.

The Kerogrim have been rediscovered, their homelands have been swamped with ratmen and are forced to live in hidden underground shelters.

The Spellsword Heinrich has reclaimed the cultural relic that was stolen and is going to depart for his people.

The Helfreyans that Heinrich were after are being kept in the keep, in case we decide to use their services.

The 1000 Terran Refugees are being Vaccinated.


New Rules:
You must allocate points to the different choices presented to show how much time and effort you want to spend on them each week.

>It is now morning, 17/3/300

>>The Mass (points 14):
>Prosperity.
>Strength.
>Protection.
>Purity.
>Enlightenment.

>>Settlement (points 21):
>Construct education and training centers. (67%)
>Begin clearing up the sewers
>Construct Churches, Town Halls, And Law Enforcement facilities in the outer villages (32%)
>Construct and improve the manufacturing buildings. (63%)
>Improve the mines. (50%)

>>Army (choose 7):
>Scout the neighboring ruins.
>Begin training.
>>
>>2473111
you should be dead

>You must allocate points to the different choices presented to show how much time and effort you want to spend on them each week.
Are write-ins allowed?

>>>The Mass (points 14):
Unity. 14 points.
Integrate the refugees and spread our culture.
>Enlightenment.
What's this?

>Construct education and training centers. (67%)
21 points.
Prepare the people who will man everything else.

>>Army (choose 7):
What are our relations? Internal and foreign?

>The Spanishesque Elves up north have been identified as Gear Elves as they have claimed the old capital as their own.
No way dude, that's our fallen capital. Can we reassert our rightful claim to it?
>>
>>2473125
>you should be dead
Was just busy that's all.

>Are write-ins allowed?
Sure.


>Unity. 14 points.
>Integrate the refugees and spread our culture.


>>Enlightenment.
>What's this?
Basically it improves the people's understanding of both the physical world and the spiritual one.
>Construct education and training centers. (67%)
>21 points.
>Prepare the people who will man everything else.
Wise.
Education and Construction Centers are now 98.5% complete.
>What are our relations? Internal and foreign?
A majority of the world believe our kind to be dead.

The Kerogrim are willing to work with us to solve both our problems just like old times.

The Glade Elves wish to help us restore the ruined nation.

The Pruzic Federation believe us to be dead, but the spellsword of theirs seems willing to cooperate. He will help us establish diplomatic ties, the moment he arrives there anyway.
Will we give him are ride or let him go home on foot?

The Gear Elves up north seem to desire our technology, and are willing to steal, or pay others to steal, to acquire it.

The Helfreyans; Audhilde, Brenda, and Camelia, are in your keep awaiting whatever community service and new home you have in mind for them. They can stay in the keep for now, but what work do you want them to do?
>>
>>2473111
Mass:
>Strength : 5
>Protection : 5
>Enlightenment : 4

Settlement:
>Construct education and training centers. (67%) : 11
>Construct and improve the manufacturing buildings. (63%) : 10

Army
>Begin training. : 5
>Scout : 2
>>
>>2473125
>No way dude, that's our fallen capital. Can we reassert our rightful claim to it?
Or at least tell them it's our fallen capital, and to not disturb the resting places of anyone.
Do they recognize the tech value of the area? Was that where the ruins were at?

>>2473515
>Sure.
Great.
>>2473111
>You must allocate points to the different choices presented to show how much time and effort you want to spend on them each week.
Are there ways to earn more points?

>The Gear Elves up north seem to desire our technology, and are willing to steal, or pay others to steal, to acquire it.
damn it. this is why nobody likes Conquistador Elves.
Warn our citizens and allies, the Kerogrim, of the Gear Elves’ seeming colonialism, attempts to steal shit, and how they’re maliciously reminiscent of our Terran history. Don’t trust these dudes who are occupying our fallen capital.
Well, the Kerogrim are hiding anyways, but still.

>The Pruzic Federation believe us to be dead, but the spellsword of theirs seems willing to cooperate. He will help us establish diplomatic ties, the moment he arrives there anyway.
That'd be great.
>Will we give him are ride or let him go home on foot?
A ride home on normal tech for his area, help blend in. Ask what he prefers.

>The Kerogrim are willing to work with us to solve both our problems just like old times.
>>Begin training.
>>2473111
>The 1000 Terran Refugees are being Vaccinated.
>>Begin training. 7 points.
Begin joint military training. Work on the lowest units to meet the expansion of our forces and intended reclamation.
>The Kerogrim have been rediscovered, their homelands have been swamped with ratmen and are forced to live in hidden underground shelters.
We'll aid in efforts once our units are up to muster.

>The Helfreyans; Audhilde, Brenda, and Camelia, are in your keep awaiting whatever community service and new home you have in mind for them. They can stay in the keep for now, but what work do you want them to do?
Who are these? The refugees or the other animal people from the animal people’s civil war?

>>2474159
This is a good balance of points. I'd prefer if we finish our immediate backlog first.
>>
>>2473111
Hey you're back. Hurray!

>>2473515
I think we need the Helfreyans help to investigate the Gear elves who claimed our city. If they find anything, it could be disastrous. They are not ready.

Also, maybe we should just give our spellsword friend a horse. We need the VTOLs for other business. He can relax now that his journey is almost over.
>>
>>2474395
>Who are these? The refugees or the other animal people from the animal people’s civil war?
Cat thieves who we diplomanced to catch.
>>
Also YAY MY SECOND FAVORITE QUEST IS BACK!
>>
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>>2475799
second?
>>
>>2476765
>Forgetting about HQQ.
>(Angry bug noises)
>>
>>2473111
>Second Thread: http://suptg.thisisnotatrueending.com/qstarchive/2402083
suptg wasn't working for me so I had to use archived.moe to check back. Wow did I miss a lot.
>>2474395
Oh yeah. Those are the names of the Helfreyans, not some communities.

>>2474395
>Warn our citizens and allies, the Kerogrim, of the Gear Elves’ seeming colonialism, attempts to steal shit, and how they’re maliciously reminiscent of our Terran history. Don’t trust these dudes who are occupying our fallen capital.
>Well, the Kerogrim are hiding anyways, but still.
https://archived.moe/qst/thread/2402083/#2417322
Checking back, this seems less grim aside from the Gear Elves being a bunch of manchildren.

>>2473111
>You have established links with the Elven survivors of the civil war that destroyed the Alistair Republic.
Update the Glade Elves and Kerogrims on the news and of each other. Perhaps establish embassies or messaging networks to facilitate this? We can entrust them with radios.
Discuss with Glade Elves and Kerogrims on what to do with the Gear Elves and Pruzic Federation.

>>2474395
>Or at least tell them it's our fallen capital, and to not disturb the resting places of anyone.
>Do they recognize the tech value of the area? Was that where the ruins were at?
Perhaps send joint diplomats to the Gear Elves. Observation should be kept to prevent dangerous tech from falling to the Gear Elves.
I still want the capital back. Maybe we can set up treaties instead, assuming they stop with the subversive stuff.

>>2473515
>The Pruzic Federation believe us to be dead, but the spellsword of theirs seems willing to cooperate. He will help us establish diplomatic ties, the moment he arrives there anyway.
>>2474395
>A ride home on normal tech for his area, help blend in. Ask what he prefers.
Send some diplomats with the spellsword too, with his blessing.

>>2474395
>Begin joint military training. Work on the lowest units to meet the expansion of our forces and intended reclamation.
Joint military training with Glade Elves and Kerogrim.

>>2476803
your queen is dead
>>
>>2476876
>your queen is dead
OQ go home.
>>
>>2476876
>>>2474395
>Oh yeah. Those are the names of the Helfreyans, not some communities.
Meant >>2475795

>>2475362
Good points. Community service can be spying on the Gear Elves to keep them from accidentally ruining everything.
>>2476876
>Observation should be kept to prevent dangerous tech from falling to the Gear Elves.
>>2473515
>The Helfreyans; Audhilde, Brenda, and Camelia, are in your keep awaiting whatever community service and new home you have in mind for them. They can stay in the keep for now, but what work do you want them to do?
Forgot to include that. Have them live wherever the refugees are being moved into, nearest town to wherever they’re spying for now, or closest to any other Helfreyan nations.

Ask them where the Helfreyans are now, do they have their own nations? If so, they can be sent along with some of our own as diplomats.
I’m assuming the named NPCs from other nations can’t be used as mouthpieces.
>>
>>2473515
Give Camelia vegan cheese. she's such a sweet young girl. so caring for her family.
>>
>>2474395
>Are there ways to earn more points?
Construction of better/more facilities and application of better tech and education can increase the points. But you should make sure that you have the people who can man those facilities, and that the populace is well taken care of.


>Update the Glade Elves and Kerogrims on the news and of each other. Perhaps establish embassies or messaging networks to facilitate this?
The Glade Elves have an Embassy, but the Kerogrim are a bit busy with a bandit problem right now.

>Perhaps send joint diplomats to the Gear Elves.
>Send some diplomats with the spellsword too, with his blessing.
Anyone else agree with this?

>Good points. Community service can be spying on the Gear Elves to keep them from accidentally ruining everything.
A knight has informed the Helfreyans that you have an assignment for them.

They arrive shortly afterwards, Camelia looking happy to see you.

"Alright, what is it that you want from us?" Audhild says before Camelia could say anything.

>Ask them where the Helfreyans are now, do they have their own nations?
"We did, before the Pruzics rose," Audhild says. "I mean, before they did we could still be found in other lands but afterwards they isn't anywhere where our people rule. Save for one Helfreyan noble family in Pruzia, but I don't think they counts."


"Anyway, what would you like us to do?" Camelia asks, "I'm ready leave the life of spying on people and stealing stuff behind." she says happily.
>>
>>2477185
>"I'm ready leave the life of spying on people and stealing stuff behind."
Oooooh. Now I'm not sure about the task I wish to ask of them. Not unless Audhilde and Brenda are fine with it. It's related to the Gear Elves and how I fear they might unearth something dangerous in the ruins of our capital in their pursuit of vengeance.
>>
>>2477185
>Anyone else agree with this?
I don't.
>"Anyway, what would you like us to do?" Camelia asks, "I'm ready leave the life of spying on people and stealing stuff behind." she says happily.
Let's have them pick, either they can spy on the Gear elves or they can stay here and do some odd jobs or farm.
>>
>>2477259
and if they don't like that they could take a few knights with them to go explore some ruins.
>>
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>>2477014
>Community service can be spying on the Gear Elves to keep them from accidentally ruining everything.
>It's related to the Gear Elves and how I fear they might unearth something dangerous in the ruins of our capital in their pursuit of vengeance.

"{Called it!}" Brenda says, giving her sister a fist bump.

"Awww" Camelia says, with a dejected look on her face.

"Hey, if you don't want to come, that's fine." Audhild states as she puts her hand on Camelia's shoulder, "We're not going to force you to come anyway."

Camelia turns to face her older cousins, with a puppy dog's look in her eyes "But how am I supposed to know what happens to you guys?"

"Well be fine, we've been doing this far longer than you have."

"Then what am I gonna do?" she says as she turns back to you.
>>
>>2477288
>"Then what am I gonna do?" she says as she turns back to you.
>evil_rubbing_of_the_hands_together.exe
Oh boy. Do I have a lot in store for you. Please tell me about your general education. Perhaps we can offer her a test in mathematics and some forms of science. Career councilor Head Priest at your service.
>>
>>2477288
>"But how am I supposed to know what happens to you guys?"
oh right I missed that. Some communication devices to keep in contact. yes.
>>
>>2477288
Well, as much as we wish to see how an attempt at integrating you as permanent residents or potentiality down the line as citizens, we have too many pressing matters to make time for this. You however should be attending a trade school so you can have a future you can sustained yourself here for. Unless you all would like to work as construction workers, loggers, and miners? Maybe we can permit you to join our Ranger or Scout forces in the future.

Mention to Brenda and Audhild, there are small stipends for recovering any lost or stolen technology and knowledge.
>>
>>2477259
>I don't.
Why not?

>>2477311
>Career councilor Head Priest at your service.
If only we were around in the past to show all these other wayward souls the glory of counseling.

>>2477360
>Mention to Brenda and Audhild, there are small stipends for recovering any lost or stolen technology and knowledge.
Ah, the scavenger trade school.

>>2473111
>>>Settlement (points 21):
>>2477360
>Unless you all would like to work as construction workers, loggers, and miners?
We also have the other areas they could develop into, assuming they would. Like counter-espionage agents, penetration testers, teachers, and someone to help manage our bureaucracy.
>>
>>2477597
>Why not?
I don't want our guys mugged/killed.
>>
>>2477608
Fair point.

>>2477185
>>Perhaps send joint diplomats to the Gear Elves.
>>Send some diplomats with the spellsword too, with his blessing.
A suggestion. We can hold this off for another time until the spellsword and Helfreyans bring us more intel on their respective nations and help establish relations. The Helfreyans not blowing their cover, of course.
I'd imagine after we discuss treaties with the Glade Elves and Kerogrim, and finish the next round of training.

How dangerous is the path to the two nations and within it? How likely are the Gear Elves to murderhobo us instead of having a talk?
>>
>>2477311
> Please tell me about your general education. Perhaps we can offer her a test in mathematics and some forms of science.
"Oh. um. Okay... When do I need to begin?"


>Mention to Brenda and Audhild, there are small stipends for recovering any lost or stolen technology and knowledge.
"Why? cant you send your own men to find it?"
>>
>>2477638
>"Oh. um. Okay... When do I need to begin?"
Either today or tomorrow. It's your choice.

>"Why? cant you send your own men to find it?"
Good point as they will be spying on the gear elves. Next round we can send scouts.
>>
It's 10:26 pm where I'm at and I have a dentists appointment tomorrow. Will update when ready.

Goodnight/day where ever you are.
>>
>>2477597
>We also have the other areas they could develop into, assuming they would. Like counter-espionage agents, penetration testers, teachers, and someone to help manage our bureaucracy.
I don't really want to press them into that without them willingly going in of their own choice. The point is to make good loyal people out of them before entertaining giving them some form of citizenship or if we really want to be kind but safe, give not them citizenship but their next generation of children.

Basically build up loyalty and trust between both of us through working together, and living together.

>>2477638
>Why? cant you send your own men to find it?"
We never seem to be able to for some reason.
Maybe due to the game mechanic where we are more or less limited to one action for our army guys, unless we start sending engineers to go look for them
>>
>>2477597
>assuming they would.
>>2477789
>I don't really want to press them into that without them willingly going in of their own choice.
That's what I meant. There's a number of areas they can select from as >>2477311 offered.

>>2477789
>The point is to make good loyal people out of them before entertaining giving them some form of citizenship or if we really want to be kind but safe,
Have them attend the sermons, maximum divine preaching, and cultural exchanges? The Mass seems potent.

>give not them citizenship but their next generation of children.
That sounds like ethnic nationalism. Unnecessary too, seeing how we're bringing together groups of people who've never seen each other in their lives, after generations of decadence and a civil war well.

>>2477687
+1
>>2477789
>Maybe due to the game mechanic where we are more or less limited to one action for our army guys, unless we start sending engineers to go look for them
>>2473515
>>Are write-ins allowed?
>Sure.
We can, as the spy detachments have shown. We have to leave those units on assignment though. The action points is for the whole.

Also it'd be more difficult to track them down than having trained spies. Those two seem better at it than our units would.
>>
>>2477597
>Unless you all would like to work as construction workers, loggers, and miners?
>We also have the other areas they could develop into, assuming they would. Like counter-espionage agents, penetration testers, teachers, and someone to help manage our bureaucracy.
I doubt people of their caliber would want to waste their talents as a carpenter or lumberjack.

>>2477638
So how are we compensating them for the equipment we confiscated? Do we have any houses or apartments set up yet?
Besides the Gear Elves and the occasional humble work of picking up trash and other acts community service, i wonder what they'll want to do with their lives. Would they like tocstay in the city, or move away?
>>
>>2477789
>give their next of kin citizen ship
But why not give them citizen ship? Dont see any other cat people living in our city. Shouldn't they have earned it after doing a few more good deeds?

>>2477638
Ask the sisters about their skills. Yes, we know one is an expert of the blade and the other magic, but what fields exactly? Also are the sisters lactose intolerant or is that only Camelia?

I want to ask Camelia if she had any plans for her life or any old dreams.
>>
>>2478011
>I doubt people of their caliber would want to waste their talents as a carpenter or lumberjack.
Hey you know, they could want to sleep all day and kill trees all night.
>Besides the Gear Elves and the occasional humble work of picking up trash and other acts community service, i wonder what they'll want to do with their lives. Would they like tocstay in the city, or move away?
They became bandits because they were edgy and disgruntled, so eh.

>So how are we compensating them for the equipment we confiscated? Do we have any houses or apartments set up yet?
Which ones? Our stuff or their stuff?

>>2477018
Sure.
>>2478033
+1
>>
>>2477789
>We never seem to be able to for some reason.
"Well, It's not like we have anything better to do. We're in, just don't do anything weird with Cammy while we're gone, got it?."

>Have them attend the sermons, maximum divine preaching, and cultural exchanges.
We'll do our best to do that.


>Ask the sisters about their skills. Yes, we know one is an expert of the blade and the other magic, but what fields exactly?
"As if we're going to tell you that. Just let us do our thing, and don't worry about the details."


> Also are the sisters lactose intolerant or is that only Camelia?
"It's just her."


>I want to ask Camelia if she had any plans for her life or any old dreams.
"Hm? Oh, uh, I don't think had any, or at least I can't remember if I did."


"Your Highness," Heinrich says, his germanic accent being filtered into something more understandable. "Would you mind giving me a lift back the Federation? I can direct the driver where to go and it will speed up connection between our peoples."
>>
>>2480089
We tried to do many things with the army and our men to send out, but you only let us do one action for the army per turn. We need to be able to freely send out men or teams of men at will from a pool of people or units that we have.

Ask Camellia if shes had a basic education.

Give Heinrich a lift, and scout a path to and from his kingdom that can be made into a future paved road.
>>
>>2480089
Wait so are we going to send the sister to spy on the gear elves or ask then to scavenge the ruins? I mean they had a point there about sending some troops to nearby ruins to reclaim and potentially repair?
>>
>>2480105
Little of both, but mostly just take important stuff before the elves do.
>>
>>2480120
What does little of both mean? What does that entail?
>>
>>2480128
Spy when no valuable items to retrieve, Retrieve when nothing interesting is happening or to spy on.
>>
>>2480103
+1
>>2480120
+1

>>2480128
We'll focus on denying the elves valuable tech, whether that be by spying or scavenging. I'd lean towards spying because they're already embedded in the Gear Elves.

How much do the Gear Elves look like Glade Elves?
>>
>>2480138
Hippie vs 1700s Victorian middle working class I assume lol.
>>
>>2480103
A VTOL Craft is rigged with a series of cameras and a tracking device. A pilot and Heinrich board the vehicle and off they go.

>>2480105
>>2480120
>Spy when no valuable items to retrieve, Retrieve when nothing interesting is happening or to spy on.
The girls are preparing to depart in order to carry out their new mission.
"So are we going to recieve any help when diving into your ruins or what?"


>>2480103
>Ask Camellia if shes had a basic education.
"Uhhh... I know math, and the alphabet. As well as some history of the Pruzsic Federation. Why?"
>>
>>2480188
Send her to school.

Long distances comms and if desired, linking up with other nearby scout teams.
>>
>>2480195
+1

>>2480138
>How much do the Gear Elves look like Glade Elves?
>>2480144
Heh. I was wondering if we could have the Glade Elves infiltrate the Gear Elves.
>>
>>2480207
What if they speak different languages?
Maybe if they don't speak and do hippie stuff in front of them.
>>
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>>2480207
>>2480218
>>
>>2480218
>What if they speak different languages?
We give them one of our translators?

>Maybe if they don't speak and do hippie stuff in front of them.
>>2480219
Heh.
Good truck disguise, reminds me of the decoy units from WW2.
>>
>>2480188
Receiving help? Well what kind of help do they think they need? Carts and horse drawn carriages? Some soldiers? Tools?

You're going to school Camilia.

>>2480195
Still think we should have asked them to spy on the gear elves instead of scavaging, but whatever.

>>2480207
>>2480218
>>2480246
>Glad elves look like gear elves
Are you guys joking? That's kinda racist. Then again I think I know what you're getting at. Does this have to do with the glad elves spy? Instead of assuming we can send a glad elf to spy, why not ask the major of the settlement?
>>
>>2480296
>Are you guys joking?
Yes.

>Are you guys joking? That's kinda racist. Then again I think I know what you're getting at. Does this have to do with the glad elves spy? Instead of assuming we can send a glad elf to spy, why not ask the major of the settlement?
That's what I meant. Asking them for intel because they knew more than us.

>Does this have to do with the glad elves spy?
No, just that Glade Elves would be of the same species as Gear Elves and would look passable from a distance in contrast to humans. Then again, now that I think about it, the only notable appearance difference between the two species are the ears and lighter, taller build.
>glad elves spy?
Who? The orc merchant?

>glad elves
>glad elf
They certainly were glad to see us.

>why not ask the major of the settlement?
Gear Elf or Glade Elf?

>Still think we should have asked them to spy on the gear elves instead of scavaging, but whatever.
I don't think we've trained anyone else to do that, besides it'll be something to do to help keep their cover.
I don’t know how their government works besides they’re literally a bunch of manchildren, and a general sent the Helfreyans to spy on us. Whom we promptly turned into double-agents.
>>
The knights sent out to meet the orc merchant have encountered a group of humans that call themselves Witch-Hunters. They are requesting aid in taking down a necromancer, they promise to give them pay after the bounty is collected. What will we do?

>>2480296
>Receiving help? Well what kind of help do they think they need? Carts and horse drawn carriages? Some soldiers? Tools?
"Any of the above that you can provide"


>>2480195
>>2480296
>Send her to school
>You're going to school Camilia.

"Really? What's the school going to be like?"


The team of knights in the Kerogrim lands have patched Queen Victoria through to you.
"This is Queen Victoria of the Kerogrim in the Darklands, can anyone hear me?"
>>
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>>2480319
>knights quest: orc merchant arc
>there be necromancer
>gif related
Ask the witch-hunter from which providence do they hail from and if they already know of the location of this necromancer. Ask for more details regarding this necromancer and it's activities. If there are demons related to this then we really need to get on this. (What's our understanding of necromancy in this world? Is it illegal? Legal but wary of its practices? Heretical?).

>Audhilde and Brenda
Two to three large horse drawn wagons, some typical traveling supplies (food, water, camping gear. I don't know we're notcalive snymore), tools? What could they possibly need- flashlights? Voltometers? Toolboxes? Camera? What would they request?

>Camelia: "What's the school going to be like?"
Very rewarding and worth your time if you are studious. It's a college / vocational school sort of wrapped into one for now. Mind that it's continuously a work in progress.
>>
>>2480319
>The team of knights in the Kerogrim lands have patched Queen Victoria through to you.
>"This is Queen Victoria of the Kerogrim in the Darklands, can anyone hear me?"
Oops I missed that part of the post.
Yes hello? How are you?
>>
>>2480319
>"Really? What's the school going to be like?"
“A place to learn. We're still building it.”

>>2480319
>The knights sent out to meet the orc merchant have encountered a group of humans that call themselves Witch-Hunters. They are requesting aid in taking down a necromancer, they promise to give them pay after the bounty is collected. What will we do?
Yes. Alignment wise this shouldn't be a problem, and the necromancer will cause more trouble if we leave it unimpeded.
>>2480339
+1

>>2480339
>What would they request?
Excavation or spying gear, I'd imagine. The excavation would be something for other units once Audhilde and Brenda point them to it.
Something to make a hideout or safehouse.

>>2480339
>notcalive
What?

>>2480319
>"This is Queen Victoria of the Kerogrim in the Darklands, can anyone hear me?"
“Yes. Do you need anything?”
>>
>>2480339
>Ask the witch-hunter from which providence do they hail from and if they already know of the location of this necromancer.
They hail from the local province, Gregland. The Necromancer has no fixed location but they have his trail.

>Ask for more details regarding this necromancer and it's activities.
The Necromancer a distant descendant of the original long dead kingdom that the land is named after. He is travelling around the land, killing whatever he finds and raising them to serve him as undead. The Witchhunters are using the head of his daughter to track him.

>Two to three large horse drawn wagons, some typical traveling supplies (food, water, camping gear. I don't know we're notcalive snymore), tools? What could they possibly need- flashlights? Voltometers? Toolboxes? Camera? What would they request?
>Excavation or spying gear, I'd imagine. The excavation would be something for other units once Audhilde and Brenda point them to it.
Something to make a hideout or safehouse.
"Sounds like that's enough. We'll go as soon as its prepared."


>Very rewarding and worth your time if you are studious. It's a college / vocational school sort of wrapped into one for now. Mind that it's continuously a work in progress.
>“A place to learn. We're still building it.”


>“Yes. Do you need anything?”
"I am calling to speak with the ruler of Amberfall."

Arial Detectors are picking something up: A small flying object that seems to consist of metal and has life signatures. Detectors are also registering movement south of here. You can only closely scan one. Which one to take a closer look into?
>>
>>2482159
Can we scan the small flying object, and send some hunters or guardsmen to investigate whats going on in the south?
>>
>>2482159
>"I am calling to speak with the ruler of Amberfall."
"You are. What would you like to discuss?"
I would like to say we're not the ruler and simply a priest, but we're a theocrat.

>>2482167
+1. The UFO sounds advanced.
Do we have dedicated scouting units to send instead? Drones or UAVs?
>>
I don't know how long we've been training out troops (be it the guardsmen, hunters, or knights), but I like to imagine that they're all ripped as fuck now.Possible more so than they were before since we solved the food issue.
>>
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>>2482167
>>2482172
>Can we scan the small flying object.
As stealth drone is dispatched, soon the scan is complete.


>"You are. What would you like to discuss?"
"I would like to discuss the current affairs of both our people, and how we can work together to solve both our problems."
>>
>>2482174
>but I like to imagine that they're all ripped as fuck now.Possible more so than they were before since we solved the food issue.
The power of proper diet and exercise! Gains in unbelievable rates! I wonder if such arts are lost upon these regressed nations.

>>2482174
>I don't know how long we've been training out troops (be it the guardsmen, hunters, or knights),
https://archived.moe/qst/thread/2402083/#2409163
We've been training the guardsmen first, and they're surprisingly capable even when they first started out. Apparently our cops are also guardsmen.
I think it's been about 3 weeks since we started the quest.

>>2482210
"I was planning just the same thing! How convenient! Good to see we're on the same page."
Inform her on the news, and potential plans for a joint task force to reclaim territory from the Raskol.
>>2473111
>>>Army (choose 7):
Did we already decide on a military action?

>>2482210
>As stealth drone is dispatched, soon the scan is complete.
>>2482210
>DSCN3027.jpg
I have to say, copterpacks are impressive.
>>
>>2482210
....flying dwarves.....who would have thought. Do they have any ranged weapons, or is it just their axes? Were they spying on us? Hail them and tell them to land. What business do they have traveling though our lands?

>"I would like to discuss the current affairs of both our people, and how we can work together to solve both our problems."
Their facilities to create power armor was of interest. Perhaps, if we can send a few of our Engineseers, they may be able to trouble fix your issue. Then once we've solved the issue we may be able to make shipments from our mines to the Kerogrim providence to create some rudimentary power armor for both our people. We'll probably only need to use co-op use their facilities until we can fix ours.
From there repelling the rat folks and bandit should be an easier affair. Besides ores we could provide food and medicine....provided you some data regarding an up to date anatomy of the Kerogrim people?

>>2482226
>>2482210
Sick gains, tempered with unyielding faith equals....
https://www.youtube.com/watch?v=XUhVCoTsBaM
>>
>>2482238
>Sick gains, tempered with unyielding faith equals....
>https://www.youtube.com/watch?v=XUhVCoTsBaM
Now I'm imagining our units to be like the Custodes from “If the Emperor had a Text-to-Speech Device” series.

Imagine our pamphlets:
>Here are 10 easy steps to becoming RIPPED!
>10 things heathens don't want to you to know!
>Look at this transformation of a boney peasant to jacked guardsmen in just 3 weeks!
And it's a bunch of basic stuff that anyone from our meta society would know, but has been lost in the civil war.

>>2482238
>What business do they have traveling though our lands?
>>2482159
>Arial Detectors are picking something up:
Were they in our territory, or just within range of sensors?
>>
>>2482210
Can we make our robot do kung fu?
>>
Sorry it took so long, was factory reseting my computer.

>>2482226

>"I was planning just the same thing! How convenient! Good to see we're on the same page."
>Their facilities to create power armor was of interest. Perhaps, if we can send a few of our Engineseers, they may be able to trouble fix your issue. Then once we've solved the issue we may be able to make shipments from our mines to the Kerogrim province to create some rudimentary power armor for both our people. We'll probably only need to use co-op use their facilities until we can fix ours. From there, repelling the rat folks and bandit should be an easier affair. Besides ores we could provide food and medicine....provided you some data regarding an up to date anatomy of the Kerogrim people?
"Splendid, We can start as soon as you are able. For now, can your team here aid in our operations in our lands?"

>>2482238
>....Flying dwarves.....who would have thought. Do they have any ranged weapons, or is it just their axes?
It doesn't look like it, but they could have guns, or bombs, or darts, for all you know.

> Were they spying on us?
No idea.

> Hail them and tell them to land. What business do they have traveling though our lands?
They do not have any communication equipment it seems, your hailing goes unanswered.

>>2482273
>Were they in our territory, or just within range of sensors?
Simply withing range of the sensors.

>>2482324
No, you do not have any files regarding martial arts.
>>
>>2482569
>They do not have any communication equipment it seems, your hailing goes unanswered.
The power of lack of technology!
Do our drones come with speakers, or is there another unit that can approach them?

>"Splendid, We can start as soon as you are able. For now, can your team here aid in our operations in our lands?"
"The current team may, yes. What would you like to do with them? I should warn they aren't trained in anti-Raskol tactics."

>>2477185
>The Glade Elves have an Embassy, but the Kerogrim are a bit busy with a bandit problem right now.
"I would like to establish an embassy, or a messaging network to facilitate information between our faction and make coordinating future efforts easier."
"How amenable would you be to working with Apians and Glade Elves, should the opportunity arise?"

>>2473111
>The Kerogrim have been rediscovered, their homelands have been swamped with ratmen and are forced to live in hidden underground shelters.
"Are your underground shelters temporary or permanent?"

>>2482569
>No, you do not have any files regarding martial arts.
Would scanning books on martial arts work?
>>
>>2482579
>Do our drones come with speakers, or is there another unit that can approach them?
Unless you want to risk spooking them off with a VTOL craft I suggest you can only wait and see if they land on their own.


>"The current team may, yes. What would you like to do with them? I should warn they aren't trained in anti-Raskol tactics."
"That's fine, the raskol aren't the only threats we face."


>"I would like to establish an embassy, or a messaging network to facilitate information between our faction and make coordinating future efforts easier."
"That will be good, can you inform us of when the builders will arrive?"


>"How amenable would you be to working with Apians and Glade Elves, should the opportunity arise?"
"I have made friends with Glade elves before and I've been wondering if any of them survived the fall. But what's an Apian?"


>"Are your underground shelters temporary or permanent?"
"Permanent, just in case of course."


>Would scanning books on martial arts work?
Possibly.
>>
>>2482600
>Unless you want to risk spooking them off with a VTOL craft I suggest you can only wait and see if they land on their own.
Darn. Would they treat it as UFOs?

>"I have made friends with Glade elves before and I've been wondering if any of them survived the fall. But what's an Apian?"
"They have, the ones we met are remnants of the Old Republic. The Apians are bee people, and are seemingly rooming with the Glade Elves."

"On that note, what are your thoughts on the Gear Elves? Have you met any?"

>"That will be good, can you inform us of when the builders will arrive?"
"Sure. 2 weeks I would imagine. We're currently finishing our schools, and are going to start on connecting our outer villages after that."
We can work surprisingly quick when we aren't rotating actions around.

>"Permanent, just in case of course."
"That'll simplify matters."
>>
>>2482626
>Darn. Would they treat it as UFOs?
Most likely.

>"They have, the ones we met are remnants of the Old Republic. The Apians are bee people, and are seemingly rooming with the Glade Elves."
"Bees? Oh dear, I hope I'm still not allergic."

>"On that note, what are your thoughts on the Gear Elves? Have you met any?"
"No, well not personally. Our men sometimes encounter them in the underground and the wilds, why?"

>"Sure. 2 weeks I would imagine. We're currently finishing our schools, and are going to start on connecting our outer villages after that."
We can work surprisingly quick when we aren't rotating actions around.
"Excellent. In the mean time, may we continue planning the future of our people."

>"That'll simplify matters."
"For what?"
>>
>>2482664
>"No, well not personally. Our men sometimes encounter them in the underground and the wilds, why?"
"Do these appear like Spanish Conquistadors with steampunk technology? Have you caught any infiltrators from them, or had interactions between your men with them?"

>"Excellent. In the mean time, may we continue planning the future of our people."
>>2482569
"On that note, how are the borders between our nations, and the routes to your settlements? What should we prepare for the Engineseers? Any escorts?"

>>2482664
>"For what?"
"Arriving later, and any future projects.R
>>
>>2482677
>"Do these appear like Spanish Conquistadors with steampunk technology?"
"I don't know what those are, They just look like this."
Victoria Brings up a holographic image.
"This was taken in the cavernous depths underneath the nation of Gregland weeks ago."


>"Have you caught any infiltrators from them, or had interactions between your men with them?"
"No"
>>
>>2482690
Have the ones we've seen look the same?

>>2482690
>Gregland
"Gregland?

>>2482690
>had interactions between your men with them?"
Meant had her men interacted with them. Given the photo, I'll take that as a no.
>>
>>2482703
>"Gregland?
I point you to this: >>2482159

Next day?
>>
>>2482770
Morning.

So earlier I suggested sending some people to investigate a thing south, orcarevwe able to scan for that now?
>>
>>2482770
Wait if you're skipping to the next day, what happened to the midnight research?
>>
Look up to the beginning, I've decided that at the start of the week is where we predetermine all the activities for the week, the individual days will handle the details.
>>
>>2482786
Ok? So I guess the Team with the Kerogrim would send one guy back in the VTOL to pick up a few enginseers and possible more munitions. Are we capable of manufacturing more of the ammo our knights use? What about the Kerogrim?

Can we convert the rat people to turn away from their pagan God?

Whatever they might have I doubt it would be strong enough to take out a VTOL, but let's send a pair of knights or three in a truck to follow after them to see where they land and if they do anything fishy. I hope these are the sypathetic dwarves.
>>
>>2482770
Yes.
>>2482226
>Did we already decide on a military action?
Will the military action process once we do?

>>2482778
>>2482812
+1
>>2482812
>Can we convert the rat people to turn away from their pagan God?
I imagine we'll either have to try converting people who aren't trying to attack us, or capture the ones that are.

>I hope these are the sypathetic dwarves.
Would having flags help?

>>2482778
>>2482159
>You can only closely scan one.
I'd imagine we'll have to do the same with the dwarves. Dispatch a unit to both, then wait.
>>
>>2483693
>Will the military action process once we do?
We already did: >>2474159
>>2482778
>So earlier I suggested sending some people to investigate a thing south, or are we able to scan for that now?
Yes.

>>2482812
>Ok? So I guess the Team with the Kerogrim would send one guy back in the VTOL to pick up a few enginseers and possible more munitions. Are we capable of manufacturing more of the ammo our knights use? What about the Kerogrim?
They would have to wait until night fall for that, but yeah.


>>2483693
>Would having flags help?
Possibly


>I'd imagine we'll have to do the same with the dwarves. Dispatch a unit to both, then wait.
The same what? and a unit for what, contact?
>>
>>2484740
>We already did: >>2474159
>>2473515
>>2477185
Oh. It wasn't mentioned if the military was following any actions.

>The same what? and a unit for what, contact?
Waiting. Contact, yes.

>Yes.
>They would have to wait until night fall for that, but yeah.
Great. Then let's do that.
>>
>>2484804
>>They would have to wait until night fall for that, but yeah.
>Great. Then let's do that.
After they finish our schools project, that is. Then start setting up those communication networks.
>>
The dwarves cannot be detected anymore. They have proceeded eastward.

The team that has teamed up with the witch hunters have encountered a tavern. No life signatures, but there is smoke coming from the chimney, the temperature of the area is low. The witch hunters say they sense foul corruption emanating from the building and are moving in to cleanse it of the taint. The dwarves are staying in the wagon. What do the knights do?

The Glade Elves say they want to reestablish the roads and settlements that connect our homes together. Doing so will slow down the construction we are currently doing though.

The testing of the refugees are going just as planned, many have been discovered to have parasites and diseases and are currently being treated at the moment.
>>
>>2484982
https://www.youtube.com/watch?v=caPaJnF42OU
Let's offer a prayer or hyme to our lord for their protection through their communication devices. Let his shining light cast away the taint and corruption.

>The dwarves are staying in the wagon. What do the knights do?
The helicopter dwarves? can we send someone to them to talk things out?

We can begin the construction of the road after this weeks time. For what it's worth, we could work together in the construction of the roads?
>>
>>2485084
>The helicopter dwarves?
No, the dwarves they picked up along the way, the same ones who told us about the orc merchant in the first place.

>Let's offer a prayer or hyme to our lord for their protection through their communication devices. Let his shining light cast away the taint and corruption.
As the prayer ends, the tavern becomes disturbed. The witch hunters pause in their tracks towards the structure.
>>
>>2485119
oh. then lets ask them what they've been up to. Also prepare to purge the heretic.
>>
>>2485119
>No, the dwarves they picked up along the way, the same ones who told us about the orc merchant in the first place.
Wait what? Which Knight team is this?
>>
>>2485119
A trio of wraiths burst forth from the building, screaming in anger and pain. The witch hunters strike and the knights join the fray. Blessed blades and ethereal swipes clash as the living and the dead battle. The knights and the hunters gain the upperhand as the incorporeal bodies are severed and their ties with the mortal plain dissolves. The wraiths fade back into the afterlife.


Then the surrounding woods echo with movement. The clattering of metal and bones fills the air along side the stench of rotting flesh and unearthly moans. the dwarves ready their weapons and the witch hunters take up defensive positions.
They come.
>>
>>2485158
Just so you guys know, this is where you write in your next actions.
>>
>>2485084
>We can begin the construction of the road after this weeks time. For what it's worth, we could work together in the construction of the roads?
There's also the Kerogrim who are actively dealing with bandits. It'd be better that once we finish our schools, and divert units to connect our villages, we try setting up our communication network in each town for the Kerogrim and Glade Elves. Say radio stations, towers, or giving one person a ham radio. Everything else will be much faster when they don’t have to physically travel every time for a message.

>>2485135
>>2480319
The ones with the Glade Elves.

>>2485168
You could indicate a prompt for >Act or >Write-in.

>>2484982
>The dwarves cannot be detected anymore. They have proceeded eastward.
There goes that. Shame we couldn't contact the copterdwarves in time.
>>
>>2485187
The ones with the Glade Elves.
No, there are currently three teams:

one thats with the kerogrim

one thats with the Glade Elves

And one thats headed westward to meet with the Orc Merchant.
>>
>>2485158
"Then I heard a voice from heaven say, “Write this: Blessed are the dead who die in the Lord from now on.” “Yes,” says the Spirit, “they will rest from their labor, for their deeds will follow them.”
i.e. lay these restless spirits to rest via decapitation.
>>
>>2485187
Our communication devices seem able to reach them, so there doesn't seem to be a reason yet to errect any radio towers since we're able to communicate with them from this distance? If we give them some of our communication devices we might be good for a while.
>>
>>2485191
Huh. How many units do we have? Are we stretching ourselves thin?

>>2485195
+1. Move into defensive positions with the witch hunters.
>>
>>2485200
Something along those lines. I know for sure not all settlements can, and those are the ones at the borders of each nation. Walkie-talkies or radio transceivers work too.
>>
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>>2485195
>>2485202
>lay these restless spirits to rest via decapitation.
>+1. Move into defensive positions with the witch hunters.
The Knights and their Paladin Leader move to join the Witch Hunters in the formation as the dwarves scramble to the same location. Then the first wave comes in. Skeleton soldiers wearing tarnished armor (if any) and wielding weapons and tools that they used in life. these clattering minions speed their way towards the group with surprising speed born of the fact that, other than armor, little weighs them down.
>>2485200
That's cause we already have a radio tower, It's high up the mountain and heavily guarded by knights and enginseer soldiers.
>>
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>>2485291
Cast the Wrath of God miracle!
Just kidding. We can't do that. None of the small rusted weaponry can penetrate our armored knights!
>>
>>2485291
Was this a prompt?
>>2485307
+1
>>
>>2485309
no just a bit busy right now.
>>
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the Witch Hunters pullout a series of maces and hammers to combat the skeletons. The weight of the blows cause the foe to be knocked around and beaten back, only to charge again to receive the same treatment. The dwarves unleash crossbow bolts at the undead horrors from relative safetly, bringing out their axes against the occassional skeleton that gets through.

The Knights are at the thick of the fighting, their swords clashing against rock-like bone. Against such durable opponents, a regular blade would have dented or broken. However, these are not normal blades. The swords of our knights are made of advanced materials and forged with a much greater understanding and exploitation of metallurgy, and blessed by the priests of the Savior.

The Skeletons recoil, stagger, and react as though feeling great pain and power from the strikes of the Knights. The power of God dispelling from their cursed bodies. The Knights learn and mimic the actions of the witch hunters, using weight and force against the undead with kicks and punches. The skeletons are knocked around like ragdolls. The paladin, clad in power armor, sends bone fragments flying through the air with every blow.

The ranks of the Skeletons begin to thin only for more undead to join the fray. Zombies jog into the fray, the wounds they already bare as well as their attire and rate of decomposition indicate that they were deaths were recent.

The victims of the necromancer no less.

The halt just behind the skeletons, amassing their numbers while the skeletons change tactics.

They have gone from trying to strike as often as possible to parrying and delaying.

>write-in.
>>
>>2485400
>They have gone from trying to strike as often as possible to parrying and delaying.
This can't be good.

>>2484982
Do the others have an idea? Say delaying while we set up traps, or fortify at the tavern we seemingly cleared out?
>>2485158
Do we still have to clear out the tavern, but were intercepted?
>>
>>2485400
They are planning to overwhelm us while the skeletons amass their numbers. Did any of the knights bring grenades? If there aren't any grenades then we must either cleave through their ranks to destroying the amassing zombie hoarde, or commit to a slow fighting retreat. I would have suggested the former were it not for the hunters and dwarves now being as armored.
Ah screw it. They're adults and can take care of themselves. Charge, trample, shoulder check through the skeletons to slay the zombies. Cleave the rotting corpses in twain. Purge the evil that animates these corpses so them may once again know rest, brothers! (Knights PoV?)

>>2485450
Other than fists and swords? I wish we brought explosives.
>The witch hunters say they sense foul corruption emanating from the building and are moving in to cleanse it of the taint.
The tavern seems to be the main source of this, though you bring up a good point about fighting in a building. At least not the tavern. If we can find another building to fight in, the undead with be bottlenecked at the entrances.
>>
>>2485455
Seems like we have a few options:
>Charge and preemptively clear out the horde.
This could be problematic if this is part of what the enemy wants, distracting from the tavern or wherever the necromancer is sending units.
>Delay while the others think up something, like Dwarves pulling out some gadgets or set traps.
Doubtful they wouldn't have told us sooner.
>Beeline to the tavern and cleanse the corruption, potentially killing off whatever necromantic energies sustains the rest.
Dangerous, but potentially cuts the head off the snake.
>Fortify in another building and go into a siege.
Safest option but slowest, it might not work if more hordes keep coming and we lack reinforcements.
Another idea:
>Fortify in other buildings, set up fire traps, evac as it's close to being overrun or allow it to, and repeat.
It’s the most dangerous bait. Doable even if we lack professional equipment by having some guy prepare a fire in advance. I’d like to try this.
We can still contact HQ if the worst happens, right?
>>
>>2485461
>>2482159
Now that I think about it, we should've had the witch hunters brief us before we started the mission. I don't know how necrokinesis works in this world.
>>
>>2485455
Did any of the knights bring grenades?
Nope. I don't recall that they do.
>>
Hello?
>>
>>2486411
What?
>>
>>2486417
No-ones posting anything.
>>
>>2486425
We both already made our decisions. The other anon hasn't responded, so there isn't much for me to do.
>>
>>2486425
Fists and swords my nigga
>>
>>2486468
Are you going with the same vote?
>>
>>2486489
Voting to charge. I don't want this necromancer an opening for escape.
>>
>>2486506
Sure. If we are, might as well belt out warcries in the name of our Lord.

What's the equipment of the Witch Hunters, Dwarves, and Knights?
>>
>>2486514
What should be the war cry? Yell the "Our Father" while they're Ripping and Tearing?
>>
>>2486520
Deus Vult is much more iconic.
>>
>>2486573
https://youtu.be/Aw2GiQ8vsrs
Deus Vult. So be it.
>>
"Deus Lo Vult!!!" The Knights cry out as they batter down their way to the tavern, kicking the doors open. The witch hunters and dwarves follow quickly, retreating into the building.

Within are more restless spirits. These revenants wail and screech at the presence of the intruders, gnashing and clawing at the party's direction as they circle around, but refusing to come near. Upstairs, the knights hear foul chanting and see unnatural lights emanating from between the floor boards in the ceiling.


>Write in.
>>
>>2486791
>Upstairs, the knights hear foul chanting and see unnatural lights emanating from between the floor boards in the ceiling.
>fuck boi on the second floor
>only need to stop chanting
Destroy all the supports and haul ass out of there

Alternatively we could send the paladins and a knight up there to confront the necromancer while the rest of the knights stay to defend, but I liked this idea.
>>
>>2486791
>>2486818
"BY FIRE BE PURGED!" then light this bitch up around the edges and get to undead slaying.
>>
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>>2486791
I'm gonna go to bed and when I wake up tomorrow all the undead will be redead, can I get an Amen brothers!
>>
>>2486962
Amen!
>>
>>2486818
>Destroy all the supports and haul ass out of there
>"BY FIRE BE PURGED!" then light this bitch up around the edges and get to undead slaying.

The Paladin smashes through the interior walls of the tavern, knocking down all the supports he could find. The knights and witch-hunters immediately barge back out, smashing down the door and knocking away many skeletons aside in the process. The dwarves soon follow after, wondering aloud what that hell we're doing. The undead horde battles the party once again. Soon the paladin crashes out the window just as the whole building collapses. The unholy horrors seem weakened to an extent.


From the rubble of the tavern arises a lone figure.
>>
>>2487134
>posting a write in before you make a follow up post
Grab a spare weapon and throw it at the necromancer as unhumanlu possible
>>
A single skeleton, clad in robes and wielding a staff. It dodges the thrown implement with ease and begins hissing at the party in an unknown tongue, clearly angry, before casting spells at the paladin. Only for the bolts of dark energy to bounce off like rubber balls, dealing not even scratches, and bee-line back at the caster. The skeleton give a look that resembles utter surprise before being incinerated.

The undead around begin deteriorating, their bodies returning to the earth. Some standing still, befuddled and aimless, others pushing aside the ones in their front and charging at the party.

>Defend and wait for them to crumble (literally).
>Speed up their return to the earth.
>>
>>2487147
>Speed up their return to the earth.
After we're done laying the dead to rest, the paladin should bless the staff, on the chance that even if they destroy it to tiny bits it might bleed off residual neurotic energies to the surrounding.
>>
>>2487147
>Speed up their return to the earth.
>>
>>2487158
>>2487184
>Speed up their return to the earth.
The Knights join the dwarves and the Witch Hunters in killing the rest of the undead. Those left eventually crumble on their own accord.

Although tired, the knights pick up the staff and give it to the paladin who then, with a prayer, destroys the staff, its remains turn to dust.

The witch hunters say that this was not actually the Necromancer, but a Grave Lord. A type of lieutenant of an undead army. The real necromancer must have placed it here as a trap.

The search will continue.

Meanwhile, the Glade Elves have sent a rider to our settlement. He says he has urgent news.
>>
>>2486962
Amen.
>>2487134
I was worried that our forces wouldn't be enough. Apparently all we had to do was go for the alpha strike, and not fight a battle of attrition.
>>2487147
Damn holy magic is stronk.

>>2487299
>The witch hunters say that this was not actually the Necromancer, but a Grave Lord. A type of lieutenant of an undead army. The real necromancer must have placed it here as a trap.
>>2486791
>Upstairs, the knights hear foul chanting and see unnatural lights emanating from between the floor boards in the ceiling.
Kind of hard to set a trap with that. How many lieutenants does he have?

>Meanwhile, the Glade Elves have sent a rider to our settlement. He says he has urgent news.
What is it?
>>
are we voting?
>>
>>2487314
I think so. He normally allows votes every post despite not prompting.
>>
>>2487299
>Meanwhile, the Glade Elves have sent a rider to our settlement. He says he has urgent news.
Ready to metaphorically nuke the problem away. What is it?
>can you describe the quality of our guards, scouts, knights, etc. after all their vigorous training?
>>
>>2487307
What is it?
"We have spotted a large gathering of humans in the areas near our city, we sense that they have no connection to the magic of this world so they have to be of Terran descent. South of Amberfall we have also seen activity happening at night, we suggest caution in dealing with whatever lurks there however, for we know not what has taken up residence there since the fall."
>>2487314
are we voting?
No, I was just playing Darkest Dungeon.


>can you describe the quality of our guards, scouts, knights, etc. after all their vigorous training?
32% of your soldiers are at peak condition
50% are at battle ready standards
18% are new recruits still building muscle mass.
>>
>>2487393
>32% of your soldiers are at peak condition
Peak human?

>"We have spotted a large gathering of humans in the areas near our city, we sense that they have no connection to the magic of this world so they have to be of Terran descent. South of Amberfall we have also seen activity happening at night, we suggest caution in dealing with whatever lurks there however, for we know not what has taken up residence there since the fall."
More refugees? Scan the two areas, focus on the South first. We can send out some scouts to meet the refugees.

>No, I was just playing Darkest Dungeon.
How was it?
>>
>>2487412
>Peak human?
https://www.youtube.com/watch?v=a3k8g5oX97E

>More refugees? Scan the two areas, focus on the South first. We can send out some scouts to meet the refugees.
The drones are on their way, could take a while to reach the refugees but they will be at the southern army base by nightfall.

>How was it?
My level 6 Dismas and my first vestal (also lvl 6) died. Dismas got screamed to death by Wilbur just after I killed the swine king. My vestal died to a skeleton the mission afterwards. Got depressed and went back here.

>Night Fall

The sees activity coming from the supposedly abandoned garage. The garage door opens up and out comes these vehicles.
>>
>>2487417
>My level 6 Dismas and my first vestal (also lvl 6) died. Dismas got screamed to death by Wilbur just after I killed the swine king. My vestal died to a skeleton the mission afterwards. Got depressed and went back here.
>Got depressed and went back here.
Your characters or you?

>>2487417
>The sees activity coming from the supposedly abandoned garage. The garage door opens up and out comes these vehicles.
https://archived.moe/qst/thread/2402083/#2409300
https://archived.moe/qst/thread/2402083/#2409588
Wait. Is this the Gear Elves? Can we identify the people inside?
>>
>>2487420
>Your characters or you?
Me.

>Wait. Is this the Gear Elves?
The gear elves are up north, there's no way they are this south. Unless they came to this continent at multiple angles.

>Can we identify the people inside?
No, for some reason.
>>
>>2487424
>Me.
Oh no.

>The gear elves are up north, there's no way they are this south. Unless they came to this continent at multiple angles.
>>2487420
>https://archived.moe/qst/thread/2402083/#2409300#
>https://archived.moe/qst/thread/2402083/#2409588#
Could be related to the Terrans or Republic of Alastair remnants.
>>2482159
>Detectors are also registering movement south of here.
So the movement from earlier was the refugees or the abandoned garages?

>>2487424
>No, for some reason.
Concerning. Keep most of the drones to observe the southern army base, send some to scan the refugees. Scouts can be sent to greet refugees once scans have completed.
>>
>>2487431
>Oh no.
I'ts okay, I'm over it right now.

>So the movement from earlier was the refugees or the abandoned garages?
The garages.

>Concerning. Keep most of the drones to observe the southern army base, send some to scan the refugees. Scouts can be sent to greet refugees once scans have completed.

We have a small pool of drones. Fewer still are activated at a time, a limitation placed before you came to prevent losing the drones all at once.

Will you remove this restriction or work with it for now?
>>
>>2487478
>Will you remove this restriction or work with it for now?
Remove restriction. Have the ones above the restrictions work on local scouting or near secured areas to minimize risk. Say attached to guard teams, or their mission control.
>>2487393
>We have spotted a large gathering of humans in the areas near our city,
Those ones should be able to visit the refugees without much risk, being next to our city.
>>
>>2487478
>>2487530
I remember that "bandit" took up the army base. Curious...

What happened to the men we sent south? Did we lose radio contact?
>>
>>2487740
>I remember that "bandit" took up the army base. Curious...
Which ones?

>>2487740
>What happened to the men we sent south? Did we lose radio contact?
We didn't send them yet, we were waiting for the drones first for scans. Should we attach drones to scout teams?

>>2482159
>They hail from the local province, Gregland. The Necromancer has no fixed location but they have his trail.
Where is Gregland?
>>
>>2488445
I suggested sending men south before we noticed the bandits and stuff.
>>
>>2488480
>>2482167
So you did. Either drones are faster, we had to attach the drones to a team, or we didn't have any units to spare at the time.
>>
>>2488496
A team could have taken a vehicle, horses, or some other monstrous mounts (remind me we still need to domesticate certain benifical creatures) to the south.
>>
>>2488561
>A team could have taken a vehicle, horses, or some other monstrous mounts
Man, I don't even know what we have in stock. Vehicles that don't attract too much attention would work. I think we have to train our units so they automatically do that.
Still, these are stealth drones. Might be better for initial scouting alone.

>(remind me we still need to domesticate certain benifical creatures) to the south.
A shame trolls are too troublesome for now.
>>
>>2488573
They eat their weight in food. Troublesome indeed.
>>
>>2488445
>Where is Gregland?
To the west.

>Remove restriction. Have the ones above the restrictions work on local scouting or near secured areas to minimize risk. Say attached to guard teams, or their mission control.

The drones immediately activate and begin their runs. They first scan the refugees.

Just like the ones who came to you, these people have regressed in technology. However, they seem to know how to keep a low profile. If you hadn't used a drone, your scouts would have missed the large camp. Even then the drone only detected them when it flew directly overhead. The fires they made were almost invisible to detection, it was only through using the heat sensors thoroughly that they were found.

Meanwhile at army base in the south, more and more vehicles are pouring out. The drones also spot people coming out of the other buildings, carrying containers of all sorts and loading them onto the army trucks. The vehicles then move east with great haste.
>>
>>2488896
I thought thought the south army base were empty. Can we tell their race?
Send some knights in APC's to investigate the army base.
>>
>>2488919
i second that
>>
>>2488919
tonight or tomorrow?
>>
>>2489109
tonight
>>
>>2489109
Tonight. They can't see us at night, but we can see them.
>>
>>2488919
>Send some knights in APC's to investigate the army base.
The knights move out in APCs to investigate the movements in the south. In a few hours they come into range of the base. They see no movement, no indication of any life. The drones report the same thing, the base is empty once more.

Move the Knights in to investigate?
>>
>>2489165
yes
>>
>>2489165
>Move the Knights in to investigate?
Yes. How good are Knights at sneaking? Attach drones to support.
Can we recite the Litany of Silence?
>>
>>2489169
The knights search the army base, and find nothing of value. Almost everything has been taken, there is nothing left but the walls and the supports.

They do see the tracks, however, whoever was here has not stayed for long. It is likely that the people that were here moments ago only stayed to get whatever wasn't nailed down.
>>
>>2489207
Track them. What sort of tech do these army bases have?

>>2488896
>Just like the ones who came to you, these people have regressed in technology. However, they seem to know how to keep a low profile. If you hadn't used a drone, your scouts would have missed the large camp. Even then the drone only detected them when it flew directly overhead. The fires they made were almost invisible to detection, it was only through using the heat sensors thoroughly that they were found.
Send some guards with flags out to greet them.
>>
>>2489207
>follow the tracks
>>
>>2489207
Follow tracks. They were heading east. They must have been using this place as storage.
>>
>>2488896
>The vehicles then move east with great haste.
So they are.
>>2484982
>The dwarves cannot be detected anymore. They have proceeded eastward.
>inb4 we find copterdwarves in the same place.
>>
>>2489219
>>2489224
>>2489235
>Follow tracks. They were heading east. They must have been using this place as storage.
>follow the tracks
>Track them.
The APC's begin tracking the vehicles, following the roads that they confirm to be the route that was taken.


> What sort of tech do these army bases have?
Cooking appliances, medical facilities, weapon and vehicle storage and maintenance. They some are known to extend underground to give the impression that the base has fewer men and equipment than it actually does, as well as to provide a strategic defense and entry point against underground threats. Just like in old fantasy settings, this world seems to have an extensive cavern system. While not all everywhere, the underground caverns have plenty of room and life forms within. This base is not registered as one of those areas however.


>>2489219
>Send some guards with flags out to greet them.
This will happen in the morning, no point putting a flag on something if its too dark for people to see.

Skip to next event?
>>
>>2489514
>Skip to next event?
Yes.

>Cooking appliances, medical facilities, weapon and vehicle storage and maintenance.
I don't want bandits to have all this tech. Best to keep tracking.
>>
>>2489514
How goes the development of the specialized crossbows and bows?
>>
>>2489514
>Skip to next event
yes
>>
>>2489591
>>2490388
>Yes.

>Morning.
The Guardsmen ride out in APCs ride out bearing the flags of both the old republic and of Amberfall, hoping to meet the refugees. When they arrive at the last known location, they find no sign of the refugees. No fires, no tents, nothing in sight.

>Check more closely.
>Call out for them.
>move out and search.

>How goes the development of the specialized crossbows and bows?
The enginseers are working on how to make the crossbows easier to pulback. The bows are a much simpler matter, and are ready to begin production.

The VTOL craft that carried Heinrich back to Pruzsia has returned, there are minor marks on its hull, but it is relatively undamaged. The pilot unloads two chests full of gold, a crate full of iron ingots, and a barrel of teeth. All of which bearing an insignias of a cross with a skull wearing laurels in the middle, a twin tailed comet, and a griffon.

>Ask the pilot what had transpired.
>Ask the pilot about the imagery.
>>
>>2491508
>Ask the pilot what had transpired.
>Ask the pilot about the imagery.
>>
>>2491508
>Check more closely.
>Ask the pilot what had transpired.
>Ask the pilot about the imagery.
>>
>>2491508
>When they arrive at the last known location, they find no sign of the refugees. No fires, no tents, nothing in sight.
Blast! Perhaps they left some tracks- wait. It's a long shot, but perhaps there could be a hidden bunker somewhere? It's unlikely but not impossible. If there are no bunkers or traps then scour the area. Do they have any drones? I can't remember who had drones or not.
>>
>>2491628
good idea we should do that
>>
>>2491522
>>2491577
Forgot to add:
>Ask the pilot about the contents.
>Ask if the Pruzics are willing for talks.
>Check the on-board cameras for to see what happened

as for the answers:

>Ask the pilot what had transpired.
The scratches mainly came from aerial beasts that she came across on the journey to Pruzsia. As for the reception she tells of a warm welcome and celebration held by the city she arrived in. They celebrated the return of the Helmet and the discovery of us still being around.

>Ask the pilot about the imagery.
The cross, as she explains, is to symbolize that they will continue where we left off. Even though they don't exactly know what it means or what we were doing. The skull is represents the fate that happened to us, the fate that other races desire to bestow on them, and their determination to survive regardless. The laurels symbolize the belief that they are destined to rule. The twin taled comet symbolizes how we arrived on this world to begin with, the twin tails to represent engines. The griffon is the national animal of the federation as a whole.

>Check more closely.
The knights activate their drones to check the surroundings for any clues. They find that the area is still filled with heat signatures and humans life signs. They are well camouflaged.

>Write in.
>>
>>2491854
>They find that the area is still filled with heat signatures and humans life signs. They are well camouflaged.
Right now. What is the relative distance between us and them. Are our Knights right on top of them. Are they around them. shouldn't have to tell them not to act suddenly
>>
>>2491856
>What is the relative distance between us and them.
20 ft. or 6 meters away.
>>
>>2491863
Hilarious. How exactly have they camouflaged themselves. Mud paint? guilisuits? Dead plants? Dare I say technology?
Their numbers?
>>
>>2491854
>ask who they are and that we come in peace
>>
>>2491863
What happened to your name?

>Knight PoV?
Peace I leave with you; my peace I give to you. I do not give to you as the world gives. Do not let your hearts be troubled and do not be afraid. Come out fellow sons and daughters of man. Come and greet us.
>>
>>2492060
>What happened to your name?
Crap, I just factory reset my computer and I forgot to type my name back in. Thx for reminding me.

>Peace I leave with you; my peace I give to you. I do not give to you as the world gives. Do not let your hearts be troubled and do not be afraid. Come out fellow sons and daughters of man. Come and greet us.

At first, there is silence. A quiet that feels so hard that it can be felt. Not a single sound was heard. Moments pass as the knights just stand there, staring into the plains.


Then, movement...

Cont.
>>
>>2492197
A mound of grass rises above the others, then it drops like a sheet. Revealing a man completely clad in black fabrics and leathers. He stands there in plain sight, staring at the guardsmen. Another moment passes before more reveal themselves. Eventually the whole camp sheds its cover.

1,313 people stand before you.
>>
What do?
>>
>>2492207
What. Were they hiding underneath the grass, or is this magic?
>>2491871
Whatever it is, they did a damn good job.

>>2492060
Thanks for roleplaying the religious aspects for some of these characters, I'm not too familiar with that.

>>2492207
>pic
Concerning.
>>2492208
A guardsman hesitates for a moment, then gulps before speaking. "We are guardsmen of Amberfall, a remnant of the Republic of Alastair." He points to the flags. "We found reports of Terran refugees camping near our city, and wished to welcome them back into our nation. I'm sure it's been far too long since you folk have been home." The guardsman bows, a bead of sweat dropping from his brow as he awaits their response.
>>
>>2492208
ask them who they are why they are here and if they need anything
Aitee Bahgyoo why do you take so long to update
>>
>>2492228
>Aitee Bahgyoo why do you take so long to update
Sorry for how long it takes.

One of the reasons is different timezone, two is I have stuff to do like studying and appointments, three is that today I had to fetch my mother from the airport, fourth is that I only type with my index fingers. I move them as fast as I could, its not like type like a Sloth from zootopia, but I feel I still need to learn to use all of them to catch up. Also yesterday I factory reset my laptop... again...

I think its getting old.


>>2492227
>A guardsman hesitates for a moment, then gulps before speaking. "We are guardsmen of Amberfall, a remnant of the Republic of Alastair." He points to the flags. "We found reports of Terran refugees camping near our city, and wished to welcome them back into our nation. I'm sure it's been far too long since you folk have been home." The guardsman bows, a bead of sweat dropping from his brow as he awaits their response.

The guardsmen are met with silence, within the crowd he spots movement. The people move out of the path of an elderly man, seems to be in his 50's yet still visibly strong at the height of 6'2 feet. Wordlessly he strides towards the guardsmen, giant mace in hand, halting just within swinging distance. He stares at them dead in their eyes. Moments of uncomfortable silence come and go, the wind the noisiest thing in the area. Eventually he speaks.

"...Okay."

The man turns his head back to his group, looking at them and then tilts his head in the direction of the Guard.

"We'll trust them!" he shouts in a booming voice.

The refugees makes ready, hefting up previously unseen bags from the ground and packing in camouflage sheets and preparing to move.

"Lead the way home," The man says.
>>
>>2492243
>"Lead the way home," The man says.
The Guard visibly relaxes, and breathes a sigh of relief. "Right this way, sir."
They'll have to go through the medical screening, but it shouldn't be a problem with how they seem like a hardy bunch.

>I only type with my index fingers. I move them as fast as I could, its not like type like a Sloth from zootopia, but I feel I still need to learn to use all of them to catch up. Also yesterday I factory reset my laptop... again...
I too had a similar problem when I was too used to typing while gaming. Affixing your index fingers to the ridges on the F and J keys helps with aligning the rest for mult-finger typing.
>>
>>2492243
They seemed to have abandoned their previous home, why is that? Was it not their home but a place of respite? Are they nomadic?
>>
>>2492259
>The Guard visibly relaxes, and breathes a sigh of relief. "Right this way, sir."
>They'll have to go through the medical screening, but it shouldn't be a problem with how they seem like a hardy bunch.
True, but better safe than sorry right?

At the end of this week around a large percentage have been screened and many have been found to have diseases and parasites. These ones will have to wait their turn.

>>2492305
>They seemed to have abandoned their previous home, why is that? Was it not their home but a place of respite? Are they nomadic?
If you recall the first thread, we let in 1000 refugees into our walls. These refugees were scared of the arrival of the Gear Elves in the north and decided to leg it. They knew not where they should go, just that they wanted to escape a possible invasion.

It's possible that these ones are doing the same.


BTW back to the pilot's recent trip to the Pruszic Federation:
>Ask the pilot about the contents.
>Ask if the Pruzics are willing for talks.
>Check the on-board cameras for to see what happened
>>
>>2492353
>At the end of this week around a large percentage have been screened and many have been found to have diseases and parasites. These ones will have to wait their turn.
>>2473515
>Education and Construction Centers are now 98.5% complete.
Do we get partial benefits from partial completion? Does partial completion allow for the expansion of medical professionals?

>>2492353
>True, but better safe than sorry right?
Yeah. In retrospect, I could've tried integrating it into the Guard's dialogue.

>>Check the on-board cameras for to see what happened
Covers most of what we'll want to know.
>>
>>2492353
>Check the on-board cameras for to see what happened
>>
>>2492353
>I only type with my index fingers.
You need some practice.

Interesting use of camouflage. Anywhere in our archives or in the knights training regiment do they train in the art of stealth? If not then it might be of use to ask for some tips from these refugees so we can incorporate them training.
Speaking of refugees, what can they tell us about the gear elves? Did they seem hostile? How close to the old capital did they live?
>>
>>2492444
>Do we get partial benefits from partial completion? Does partial completion allow for the expansion of medical professionals?
I don't think so, no.

>>2492444
>>2492598
>Covers most of what we'll want to know.
The video feed shows the Pruzsics reacting to the craft like they would with any flying threat.

Mustering a large force of soldiers (picture shown) to march outside the city with impressing speed to meet a potential threat. Only for them to pause when Heinrich marches out to greet them. When he raises the Helmet for all to see, there erupts a shout of joy in the army. He then tells everyone of our continued existence and beckons the pilot to meet with the governor. The pilots agrees and walks out with him, being assured that the craft will be guarded until her return. A hours pass as craft just sits there, outside the walls, as the cameras watch the city erupt in celebration. when the pilot returns she does so with orc slaves following her as they carry the cargo that was delivered.


>Speaking of refugees, what can they tell us about the gear elves?
>"Not much."

>Did they seem hostile?
>"No."

>How close to the old capital did they live?
>"a ways far from it."


I'm honestly wondering why no ones asking about the barrel full of teeth but okay.
>>
>>2494877
>I'm honestly wondering why no ones asking about the barrel full of teeth but okay.
I just assumed they were some odd kind of currency we'd never use. We should radio the Helfreyan sisters if the teeth hold any particular value.
Let's examine the teeth. If they're all from the same kind of animal, if they hold some kind of magical value, chemical.

Now back to the refugees. What can they tell us about the empty army base? Do they think it would be possible to restore it to make it partially liveable? they had some armored vehicles right?
So when we reach the city there will be the problem of housing. We can build some temporary homes until we figure out where to set them up then vaccinate them. (Make sure to hand out the pamphlets.)
>>
>>2494877
Is there anything the elder of the refugees would like to tell us before we reach our destination? Would be like to talk about their home before they left?
Besides the army base, does he know of any ruins of interest? We're trying to piece back our empire.

What is the current status of our hold and capital? Food? Moral? Purity? Faith?

I like to point to point out that since we're no long in the cradle of the earth, our people's chances of falling to sin should be minimal thanks to living proof that God exists. Example: praying, dispelling magic, curing.
>>
>>2495307
>I like to point to point out that since we're no long in the cradle of the earth,
Homeworld or this world?

>our people's chances of falling to sin should be minimal thanks to living proof that God exists.
They still can, apparently the religion was known and proven, yet a civil war still broke out before the fall of the Old Republic.

>>2494877
>I'm honestly wondering why no ones asking about the barrel full of teeth but okay.
>>2495193
>I just assumed they were some odd kind of currency we'd never use. We should radio the Helfreyan sisters if the teeth hold any particular value.
I figured it was Ork currency.
>>
>>2495193
I just assumed they were some odd kind of currency we'd never use. We should radio the Helfreyan sisters if the teeth hold any particular value.

"Wait, what? The Pruzsics gave you what?" Audhild says over the radio with a tone of confusion. Then she has a conversation with her sister Brenda over the matter. Brenda seems to be equally confused, given her voice

"No idea why they'd give you that."

Let's examine the teeth. If they're all from the same kind of animal, if they hold some kind of magical value, chemical.


>>2495307
Now back to the refugees. What can they tell us about the empty army base?
"I know no base."


>So when we reach the city there will be the problem of housing.


We can build some temporary homes until we figure out where to set them up then vaccinate them. (Make sure to hand out the pamphlets.)
assuming they can read, sure.

>What is the current status of our hold and capital?
Quite good, all things considered.

>Food?
Stocked for food with all the hunting. The newly planted crops will generally take around 2 months to grow. Generally as in not all crops will mature at the same rate. The hunting will suffice for now but once the new refugees arrive things might get tricky. Perhaps some trade with the Glade Elves will be sufficient?

>Moral?
Absolutely high.

>Purity?
Whether if you mean spiritual purity or physical condition, we will have to run tests on everyone under our rule for it

>Faith?
The fact that God exists and the benefits of faith (as you've seen) has done wonders to dispel atheism, but before the civil war paganism ran rampant as people decided to practice and experience new and exotic religions. The city is absolutely devout but the outer villages and possibly the refugees may be (unknowingly or not) harboring hidden heathens. Lets not forget that even those that claim to be of the faith can turn out to have a warped sense of worship, or even just regard God as a civil servant with prayer as call and currency rather than what he really is.
>>
>>2495307
>Moral?
Morals or morale?
>>2495914
>Absolutely high.
If only I knew of an image for this.

>or even just regard God as a civil servant with prayer as call and currency rather than what he really is.
A god that acts like a civil servant?

>>2494877
>I don't think so, no.
In both to partial benefits and medical professionals?
>>
>>2495932
>A god that acts like a civil servant?
I don't know how else to say it without pausing to think for a lengthy period of time but try and think of it this way:
"Dear God I have said 15 hail marys today and chanted for 5 minutes, can I have a new sports car?" or "Dear Lord, I flagellated for an hour, can you lower my taxes please?"
>>
>>2495950
Like a celebrity businessman, that makes sense. That's what Santa is for.
>"Dear God I have said 15 hail marys today and chanted for 5 minutes, can I have a new sports car?" or "Dear Lord, I flagellated for an hour, can you lower my taxes please?"
Hah. The mental image is funnier than I expected.
>>
>>2496092
Saint Pete would probably still fill your stockings with coal or crap if he knew you were only being good for brownie points for the sake of the reward. Or perhaps not?

>>2495914
>"I know no base."
That wasn't the refugees? Then I wonder who. Perhaps we missed them. Do your people know how to read? I sometimes forget this isn't like home.
>>
>>2496187
>Do your people know how to read?
Yes.
>>
>>2496187
>That wasn't the refugees?
>>2488896
>Meanwhile at army base in the south, more and more vehicles are pouring out. The drones also spot people coming out of the other buildings, carrying containers of all sorts and loading them onto the army trucks. The vehicles then move east with great haste.
Couldn't have been, we spotted the refugees near our city the same time the bandits from the South army base were looting it.
>>
>>2496210
Weird man.

>>2496198
I guess we'll head home now. Let's send more scouts to see how the gear elves are doing.
>>
>>2496337
Oh wait. Probably should have asked our scouts what we're the gear elves numbered at.

Collaborating with the Glad elves with the farms after the roads have been constructed might be a good idea. Time skip?
>>
>>2496343
>Collaborating with the Glad elves with the farms after the roads have been constructed might be a good idea. Time skip?
Yeah, we can time skip to next event. We've already handled the refugees, and the knights are still tracking.

On another note, why are we using knights as scouts? Aren't they more shock troopers or heavy infantry?

>>2473111
>>Prosperity.
>>Strength.
>>Protection.
>>Purity.
What do each of these do?
>>
>>2496355
>On another note, why are we using knights as scouts?
Well, it was suggested that we send knights and none opposed. Hey, maybe they'll get ambushed along the way.

> Aren't they more shock troopers or heavy infantry?
Yes, but at least they have tracking equipment.

>What do each of these do?

>>Prosperity.
Bolsters economy, agriculture, and industry.

>>Strength.
Bolsters people's ability to work and fight hard.

>>Protection.
Protects them from severe injury or death.

>>Purity.
Keeps them from being corrupted.
>>
>>2496391
>Bolsters economy, agriculture, and industry.
>Bolsters people's ability to work and fight hard.
Do they help speed up production or project completion?

>>2494877
>I don't think so, no.
>>2495932
>In both to partial benefits and medical professionals?
>>2473111
>>Improve the mines. (50%)
So projects have to be completed to obtain any benefit from them, like the mines?

>>2496391
>Keeps them from being corrupted.
Does it include mundane corruption like bribes?

>Hey, maybe they'll get ambushed along the way.
This sounds too cheery.
>>
>Yeah, we can time skip to next event

2 days later
.
The Helfreyan sisters report that they have come across an old settlement. They say that this place was built to mimic the underground nature of dwarven life, the only one of its kind in Alistair. It was abandoned in the past due to an onslaught of poisonous gases unleashed during mining.

They also report rumors from the other ruins that the place was more for than just a simple mining gig. They ask for more support in case they need it.

>Send support.
>Not right now.

Another Elven Rider has come, they ask when the enginseers will arrive for the tesla reactor.
>Immediately.
>Wait for now.

The kerogrim report that they are making progress in ridding the local undreground of the Raskol, the knights are working well alongside the mercenaries the kerogrim have hired. They request more, if possible, to speed up reclaiming the warrens and move on to the next habitats.
>Certainly.
>We need the manpower elsewhere.

>>2496426
>Do they help speed up production or project completion?
yes
>So projects have to be completed to obtain any benefit from them, like the mines?
Yes.
>Does it include mundane corruption like bribes?
Yes.

>This sounds too cheery.
Well, it would be a waste of their abilities if there was nothing to fight.

Also the knights report that they have tracked the vehicles to a city. The place is in ruins, like a post apocalyptic area. However, they detect that there are life and heat signatures within. Orders?

>Wait for support.
>Move to investigate.
>Return and have actual scouts do it.

Let us remember that our manpower and resources is finite.
>>
>>2496468
>So projects have to be completed to obtain any benefit from them, like the mines?
>Yes.
shit. I was wondering how poorly we were managing our actions before.

>Do they help speed up production or project completion?
yes
>Does it include mundane corruption like bribes?
Yes.
Sweet. We might want to consider spending our points on capital in the future to automatically fulfill the roles of the other options.

>Let us remember that our manpower and resources is finite.
So uh. How much manpower and resources do we have to spare? We've got 4 options to divert units across.
>>
>>2496468
it is both finite and infinite, we just don't know if it is or isn't. Its Schrödinger's cat!
>>
>>2496468
>They also report rumors from the other ruins that the place was more for than just a simple mining gig. They ask for more support in case they need it.
>pic
>Not right now.
I expect they'll be fighting ruin guardians. Still, they're not a marauding threat, so they can be left alone if it's too much.

>Another Elven Rider has come, they ask when the enginseers will arrive for the tesla reactor.
>>Wait for now.
About 4 weeks. Education facilities > communication arrays > roads. Bringing everyone together will speed everything else up.

The kerogrim report that they are making progress in ridding the local undreground of the Raskol, the knights are working well alongside the mercenaries the kerogrim have hired. They request more, if possible, to speed up reclaiming the warrens and move on to the next habitats.
>Certainly.
Active, marauding threat. Most reinforcements will go here. Are riflemen effective in these quarters? We can send guardsmen so they can free up offensive units for operations.

>Also the knights report that they have tracked the vehicles to a city. The place is in ruins, like a post apocalyptic area. However, they detect that there are life and heat signatures within. Orders?
>Send drones, gain a sitrep.
These might be bandits, in which case they'll have to be dealt with. However, we don’t know how hostile they are.
>>
>>2496468
>the sisters
>compromise
I don't suspect a need to fight. We can commission them some parakeets and oxygen tanks in case they encounter any pockets of gasses.

>glad elf settlement
I was waiting for this. We can send an engineseer now for repairs. I wa s actuallybwaiting on that.

>kerogrim
>yes?
If some of the fights take place underground, then flamethrower to deprive the enemies of oxygen might work (need air tanks for that)

>knights and the city
>Wait for support
>bring in a few additional knights, guardsmen and scouts.
Knights for elite troopers, guards for the bulwark of the force, scouts for....well doing their job. Because that's what they do.
>>
>>2496468
>Not right now.

>Immediately.

>Certainly.

>Wait for support.
For this i support >>2496565 vote for sending in guards and scouts to reinforce the knights.
>>
>>2496480
Our capital, if I remember correctly, houses around a hundred thousand souls. Two thousand being the guardsmen, and fewer are knights and scouts. Hunters plan a sort of less military but equally dangerous job dependent on what they hunt. I like to think of hunters as an in between of the guardsmen and the scout.

It only my opinion.

>>2496529
>I expect they'll be fighting ruin guardians. Still, they're not a marauding threat, so they can be left alone if it's too much.
If there are any bandits, I hope we can convince them to heed the words of the gospel.. praise be to God the father alright!

>About 4 weeks. Education facilities > communication arrays > roads. Bringing everyone together will speed everything else up.
You bring up a fair point. What if we could spare an engineseer teacher or two though?

>Kerogrim troubles
Yeah actually maybe sending people with flamethrower might not be such a good idea. Better to air lift a squad of guardsmen with a surplus of munitions.

>bandits again
They might be sinners, but I hope they haven't completely damned themselves.
>>
>>2496468
>They ask for more support in case they need it.
Could they be more specific in their request?
>>
>>2496519
You mean Schrödinger's army.

>>2496565
>I don't suspect a need to fight. We can commission them some parakeets and oxygen tanks in case they encounter any pockets of gasses.
>>2496588
+1. I forgot about that.

>Knights for elite troopers, guards for the bulwark of the force, scouts for....well doing their job. Because that's what they do.
If we're sending in units, keep in mind they looted army bases, which would have guns.
Knights are vanguards, guards defend any secured areas and act as main units, riflemen provide overwatch. I don’t think we have any dedicated scouts, but sure.

>>2496585
>Our capital, if I remember correctly,
I meant capital as in capital goods like factories, not capital as in our government city.

>Our capital, if I remember correctly, houses around a hundred thousand souls.
https://archived.moe/qst/thread/2402083/#2406073
https://archived.moe/qst/thread/2402083/#2416561
200,000. Kerogrim's is 300,000 and 25% military.

>You bring up a fair point. What if we could spare an engineseer teacher or two though?
If we do that without significantly delaying any projects, sure. I'm not sure how much we can send before that becomes a problem, like with the Kerogrim's power armor facilities. Enginseer teachers would be ideal so we don't need to station units to keep the place running.
>"That, I don't know, I all I know is what everyone else does, that the generator for the Capital suffered a catastrophic melt down during a civil war. However, I also know that the generator has numerous fail safes to prevent something like that from happening. At least not accidentally, could have been anything from sabotage to absolute incompetence."
Is this the Tesla generator they're talking about? What do we need to send enginseers for?
https://archived.moe/qst/thread/2402083/#2417363
The other one seems to be working.

>If there are any bandits, I hope we can convince them to heed the words of the gospel.. praise be to God the father alright!
>They might be sinners, but I hope they haven't completely damned themselves.
I was thinking of training military missionaries to be attached to units to do such a thing.

>Yeah actually maybe sending people with flamethrower might not be such a good idea. Better to air lift a squad of guardsmen with a surplus of munitions.
Flamethrower units would be like gassing the tunnels with the smoke, on top of how claustrophobic it is for fires. If there are friendlies inside it wouldn't be great.
They could be ideal for city clearing, assuming we’re okay with the fires.
>>
>>2496588
>I expect they'll be fighting ruin guardians. Still, they're not a marauding threat, so they can be left alone if it's too much.
>Could they be more specific in their request?
"Transport for more cargo mostly, as well as extra hands. A few extra guard couldn't hurt, but we don't think we'll need 'em."

>kerogrim
>yes?
>If some of the fights take place underground, then flamethrower to deprive the enemies of oxygen might work (need air tanks for that)
>Yeah actually maybe sending people with flamethrower might not be such a good idea. Better to air lift a squad of guardsmen with a surplus of munitions.
When darkness falls, a squad of guardsmen and extra munitions are airlifted over the land and lands discreetly into kerogrim territories to deposit the load.


>Glade Elf settlement.
>I was waiting for this. We can send an engineseer now for repairs. I wa s actuallybwaiting on that.
>If we do that without significantly delaying any projects, sure. I'm not sure how much we can send before that becomes a problem, like with the Kerogrim's power armor facilities. Enginseer teachers would be ideal so we don't need to station units to keep the place running.
An team of Enginseer teachers are dispatched immediately to study and restore whatever technology the elves have.

>knights and the city
>Wait for support
>bring in a few additional knights, guardsmen and scouts.
>Knights for elite troopers, guards for the bulwark of the force, scouts for....well doing their job. Because that's what they do.
The knights wait outside and await further orders until support arrives
What support do you want to send?

Are they still going for discreet entry or are you going to try to invade?
>>
>>2496705
>"Transport for more cargo mostly, as well as extra hands. A few extra guard couldn't hurt, but we don't think we'll need 'em."
"That's fine. If you bite off more than you can chew, feel free to extract yourselves."

>>2496705
>What support do you want to send?
Scouts to utilize the drones, riflemen on overwatch, and guardsmen to secure entry points. If the knights don't count, a missionary. APCs considering the distance.
I'm assuming there's an army base worth of people in there.
>Are they still going for discreet entry or are you going to try to invade?
Discreet. We still need to learn more about them.

>However, they detect that there are life and heat signatures within.
How much?
>>
>>2496705
>the sisters
If it's simple cargo transports then we can spare those.

>Are they still going for discreet entry or are you going to try to invade?
Discretion. Learn as much as we can from them, and act accordingly.

>>2496835
Last I checked the scouts that were captured by the sisters that one time only had a revolver a knife and some other stuff. I'm not too sure that the scouts (unless specifically from the order of the Crimson Blade) are proficient in utilizing drones.
A reinforcements could simply arrive with a drone, though I fear the drone might be shot down if they notice it. Aren't the riflemen and guardsmen the same unit?

Could be bandits.
>>
>>2496859
>Aren't the riflemen and guardsmen the same unit?
No, they're different. Guardsmen, Riflemen, Knights were the first official units we could train. Riflemen and Knights are of the Crimson Blades.

>Last I checked the scouts that were captured by the sisters that one time only had a revolver a knife and some other stuff.
We can equip them for urban operations. I get the impression scouts are from the same pool hunters are.
>I'm not too sure that the scouts (unless specifically from the order of the Crimson Blade) are proficient in utilizing drones.
We're training our units, so they should be more educated than before. The riflemen could also do it, since they'll be overwatching anyways.
>A reinforcements could simply arrive with a drone, though I fear the drone might be shot down if they notice it.
I figured a drone would do an aerial scan like a UAV. Beyond that they should be sticking close to any units they'll be attached to.
>>
>>2496859
>>2496835
Discretion. Learn as much as we can from them, and act accordingly.
>Discreet. We still need to learn more about them.


>Last I checked the scouts that were captured by the sisters that one time only had a revolver a knife and some other stuff.
Those were guardsmen scouts whose equipment, before we changed that, varied based on each individuals wealth. The scouts of the order are more high tech.

>No, they're different. Guardsmen, Riflemen, Knights were the first official units we could train. Riflemen and Knights are of the Crimson Blades.
A little more complicated than that but that sums it up generally speaking. I'll go into more detail on this soon.


>I figured a drone would do an aerial scan like a UAV. Beyond that they should be sticking close to any units they'll be attached to.
A drone is dispatched to scan the area. When it arrives, it is only able to scan the city block immediately in front of the knights as well as the blocks adjectent to those before something starts jamming the drone. The drone loses signal and immediately turns around to return to the signal. When the link is reestablished, no on-board records are found within the drone.
>>
>>2496835
>Scouts to utilize the drones, riflemen on overwatch, and guardsmen to secure entry points. If the knights don't count, a missionary. APCs considering the distance.
>I'm assuming there's an army base worth of people in there.
The knights not counting for what exactly?
>>
>>2499251
>something starts jamming the drone
any jamming towers, satellite dishes or something outside?
Send scouts.

>>2499253
no ice what the anon was talking about.
>>
>>2499253
>The knights not counting for what exactly?
The same as missionaries.
>>
>>2499524
missionaries for what? i'm a little lost.
>>
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>>2499524
You mean as preachers of the gospel? No we have others for that.
>>
>>2499570
Nuns with guns. Cool.
>>
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>>2499621
Well not just nuns, basically all missionaries are trained in combat just in case they find themselves in unavoidable conflict.
>>
>>2499534
Conversion and holy magic. You wanted to attempt to bring salvation to the bandits. I'm not sure how useful holy magic is against the mundane, perhaps it's enough for bullets.

>>2499655
How good are they compared to our other units?
>>
>any jamming towers, satellite dishes or something outside?
>Send scouts.

When the scouts arrive, they are immediately tasked with locating any the source of the jamming.

They creep into the first city blocks, detecting distant gunfire happening deep within the city. Soon followed by explosions in the distance.

They go deeper they notice movement in the ruins. Care to investigate or continue in searching the source of the jamming?

>>2500132
>How good are they compared to our other units?

I will begin using terms from video games and tabletop to better describe the length of their general abilities.

Their faith protects them from magic performed with intent to harm them. They cant be targeted or affected by spells or magical effects, and magical weapons lose their magical effects when used against them.

Example: an enchanted bow that makes its arrows home into the targets cannot home into the Missionary.

Enemies also have a reduced chance of hitting them or achieving crits.

They are trained to travel far and wide in any sort of environment or terrain, negating terrain disadvantages.

Their prayers can also bolster nearby or targeted troops or civilians while applying bonuses to themselves as well

However, the cons is that first and foremost, they are preachers, teachers, and healers.

Combat is not something they actively seek and are often not as well equipped as actual combatants. That's what chaplains are for.

Although there are some Missionaries that through experience are just as good as actual soldiers. These individuals are often called Battle Bishops despite not being Catholic. These men and women are very few and very powerful in their faith. Sometimes its seems even mundane arrows and blades actively avoid them, and their combat prowess is respected even by knights.

Many, however, do not have the same weapons and armor as their military counterparts often just using whatever is at hand.

They also do not actively seek out combat, preferring only to fight when they, their charges, or their settlement are in danger, acting more as part of a militia than an army. As such they are more often clad in their religious attire than combat gear.

Although they can equip military grade gear, well;

in gameplay terms it would mean they become longer and/or more expensive to bring to the field.


>So in short.

Missionary: Militia Unit.

Chaplain: Army Regular.

Battle Bishop: Hero unit.
>>
>>2500178
>in gameplay terms it would mean they become longer and/or more expensive to bring to the field.
>longer
What does that mean? It takes longer to bring them into the field?
Are missionaries better than chaplains at convincing an enemy to surrender or negotiate? Or are Chaplains a straight military upgrade of missionaries?
>>
>>2500192
>What does that mean? It takes longer to bring them into the field?

Take a guess at what is faster to do:

Picking up and a gun and ammo, then marching off into the field.

or

Putting on armor, equipping grenades, picking up a military grade firearm and ammo, then marching off into the field.

If this was a Command and Conquer style videogame then researching this as an upgrade would also have them increase the time it took for them to be fielded and the resources required to do so..

In total war terms it would just be the resource cost.

In tabletop, it takes up points.
>>
>>2500192
>Are missionaries better than chaplains at convincing an enemy to surrender or negotiate? Or are Chaplains a straight military upgrade of missionaries?
I guess it's a side-grade?
Do we have any other propaganda or military diplomat units?

>>2500178
>They go deeper they notice movement in the ruins. Care to investigate or continue in searching the source of the jamming?
Investigate. A free-for-all?
>>
>>2500304
>Investigate. A free-for-all?
The scouts watch from the shadows and spot a lone robot walking through the rubble. It seems to be endlessly playing some form of advertisements for 'Captain Candy-crunch Cereal' and 'Rockwell Robotics'. Unmindful of its surroundings and the sounds in the background

>Walk up to it.
>Go back to searching for whatever is causing the jamming.
>wait and see what happens to the robot.
>write in.
>>
>>>2500304
Is >>2500314.

>>2500314
>I guess it's a side-grade?
>Do we have any other propaganda or military diplomat units?
I guess it's a side-grade if battle bishops are from missionaries. I guess we don't have any other main propaganda units.

>>2500318
>>wait and see what happens to the robot.
Do we have any records of interactions with wandering robots? Anyone that has previously interacted with them?
Perhaps we could get the Head Priest on the line to contact said robot?

Send a chaplain in to help convert the bandits.
>>
>>2500328
>wait and see what happens to the robot.
The bot walks a considerable distance before getting shot in the head. It then stutters and sparks as wanders, dazed, before more bullets find their mark. It then falls down, offline.

The shooters emerge from the rubble and begin cannibalizing the robot for parts.

Roll a d12 to check of they notice you.
>>
Rolled 10 (1d12)

>>2500343
>>
>>2500343
Was it possible to get within range of the robot without being spotted by the shooters?
>>
>>2500349
You go unnoticed.

>Leave and resume search.
>Continue observing.
>>
>>2500357
>>Leave and resume search.
So no easy way to identify how hostile or friendly they are, a shame. Otherwise, this'll buy us time to remove the jammers.

>Leave and resume search.
>>
It's 10:31 here. G'night, catch you all later.
>>
>>2500357
>Continue observing.
What kind of weapons and gear do they have?




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