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    File: HouseDrakewood.png (81 KB, 269x360)
    81 KB PNG
    A storm brews. House Targaryen has weathered decline and mishaps since the Dance of Dragons. The misrule of King Aegon IV the Unworthy has been over for nearly a decade under his son, Daeron the Good. The king has brokered peace with Dorne where his father sought war. Where lickspittles and sycophants hovered around the Red Keep like flies, Daeron cleared out those who wanted easy favor, trading their daughters and sisters to slake Aegon’s lust. The old king left one parting gift: the legitimization of his bastards. To most of his brood, this meant nothing as they were base born. But to the bastards born to noble ladies, this meant quite a lot. Especially to Daemon Blackfyre.

    Change is in the wind. As a house of landed knights, war comes to you naturally. You can sense it. While the “higher” lords engage in tourneys and dances and courtship, you ready yourself. You may lack the right of pit and gallows that “proper” lords have, but your house prides itself on its readiness. Some say you are eager for bloodshed. You think it simply wise to prepare for war in times of peace.

    The year is 194 AC. Your house, House Drakewood, stands upon the precipice of change - but will you weather the storm?

    >Within what realm of the Seven Kingdoms do you rule over? (Vote one)
    >1. The North
    >2. The Riverlands
    >3. The Mountains of the Moon
    >4. The Riverlands
    >5. The Iron Islands
    >6. The Westerlands
    >7. The Stormlands
    >8. Dorne
    >9. The Crownlands

    >What faith, if any, does your house keep? (Vote one)
    >1. R’hllor, the Lord of Light. A rare and exotic faith in Westeros, but thrives in Essos.
    >2. The Faith of the Seven, the religion of the Andals and most of the Seven Kingdoms.
    >3. The Old Gods, the faith of the First Men, mostly kept in the North.
    >4. The Drowned God, the deity of the iron born, a hard god for a hard race.
    >5. Indifference - Your house is not very pious, only paying lip service to whatever the major faith in the area is.
    >>
    >>6464133
    >8. Dorne
    >2. The Faith of the Seven, the religion of the Andals and most of the Seven Kingdoms.
    Nice to see a new ASOIAF quest after such a long time.
    >>
    >>6464133
    >3. The Mountains of the Moon

    >3. The Old Gods, the faith of the First Men, mostly kept in the North.

    REAL MOUNTAIN CLAN HOURS
    >>
    >>6464133
    >8. Dorne
    >1. R’hllor, the Lord of Light. A rare and exotic faith in Westeros, but thrives in Essos.
    >>
    >>6464141
    SUPPORT
    Random mountain clan cosplaying as knights and somehow not being found out
    >>
    >>6464137
    +1
    >>
    >>6464133
    >>6464141
    +1
    House words
    We'll feed your dick to the goats
    >>
    >>6464141
    +1
    Let's be savages
    >>6464133
    >>
    >>6464141
    Support
    We must drape weirwood trees with the guts of our enemies, as is tradition.
    >>
    >>6464218
    I wonder how often we're mistaken for raiders in the local tourneys or alternatively, how many local tourneys we went to raid and ended up joining.
    >>
    >>6464133
    >7. The Stormlands
    Dornish Marches with the Marcher Lords? FUCK DORNE
    Drakewood is stronger than Manwoody and Yronwood
    >5. Indifference - Your house is not very pious, only paying lip service to whatever the major faith in the area is.
    >>
    >>6464219
    >be a raider clan chief
    >Jump a knight's ass at midnight with your boys, kill him in his sleep and take his armor, horse, and weapons
    >take it all back to the clan, we paint it in our colors and with our totem animal, fits you perfectly
    >nice
    >hear there's a bunch of valley-men gathering for a party nearby
    >show up to crash it with some of your boys, dripped out in your best stolen mail and gear
    >they just let you in, the fools
    >wait for a good point to crash the party, but more and more people keep showing up, can't crash the party any more
    >hear they're holding a brawl
    >fuck it, first interesting thing happening at this party (other than getting piss drunk off of other people's beer)
    >win, because you're not a pussy
    >they just give you a fat purse of gold for free
    >wtf this is kind of useless, guess you can turn it into jewelry or something
    >one of the valley-men you beat asks where you plan to spend it
    >play along and it turns out and you can just go down to the shops and buy enough clothes, gear, and food for your entire clan for months
    >leave in shock with a new cart and horse piled high with stuff
    >at least three of the boys are bringing home new women
    >"When are we going back, chief?"
    >>
    >>6464227
    kek

    >take it all back to the clan, we paint it in our colors and with our totem animal, fits you perfectly
    Hmm us having a dragon on our heraldry could be inspired by Sheepstealer. Perfect.
    >>
    >>6464227
    >Hey who the fuck are those guys?
    >Who cares, they're kicking the shit out of those smug bastards we hate.
    If no one is gonna call them out then clearly they are noble knights.
    >>
    >>6464235
    >No, seriously, who the fuck are they?
    >As of yesterday, that big one with the beard and the axe is my son-in-law, so shut the fuck up.
    >>
    >>6464133
    >>1. The North
    >3. The Old Gods, the faith of the First Men, mostly kept in the North.

    Obviously
    >>
    >>6464237
    >They were the only party not to cheat, honestly, best damn sportmanship we've seen in the vale in years
    >>
    >>6464141
    this won me over sounds hilarious so I'll support>>6464227
    >>
    >>6464133
    >2. The Riverlands
    >3. The Old Gods, the faith of the First Men, mostly kept in the North.
    >>
    File: OakSentinelk.jpg (123 KB, 736x1193)
    123 KB JPG
    >>6464141
    I love this, very distinct from the other similar quests, especially if we grab:
    >>6464227
    as our backstory
    >>
    >>6464133
    It's been a hot second since a house quest.

    >>6464141
    +1 to be a savage cunt.
    Kidnapping and forcing a noble lady to bear our children when?

    >ate' Andals
    >ate' Valeman
    >luv raiding
    >simple as
    >>
    >>6464266
    That is some prime Baratheon drip.
    >>
    >>6464299
    Why would anyone want a weak, soft flat(land) woman to bear your kids?
    >>
    >>6464320
    They're hot!
    >>
    >>6464320
    soft Woman in silk is pretty with good curves.
    >>
    >>6464299
    >>6464320
    >>6464322
    >"I've got a GENIUS plan to kidnap a noblewoman to bear my children!"
    >"Oh? Let's hear it Chief!"
    >"Why, first off, I'll use my disguise to enter into her hall, with her guards none the wiser to my intent!"
    >"How devious!"
    >"Then, I'll wine and dine her, to lull her into a false sense of security!"
    >"An excellent plan, chief!"
    >"Then, I'll shower her with gifts and compliments!"
    >"Uhhh..."
    >"After that, I sit with her and get to know her, to lure her into my web!"
    >"Uhhhhhhh...."
    >"Then, I'll get her *parents* in on it! I'll frame taking her away as a good thing!"
    >"Chief-"
    >"And before she knows it, she'll be walking back to our hold, her arm in mine, none the wiser!"
    >"... Chief, that's called marriage."
    >"The greatest trap of all!"
    >"... Yeah, how terrible, chief. You go and trick those flatlanders! Hah. Hah."
    >>
    >>6464141
    +1, Supporting this.
    >>
    >>6464141
    +1
    Remember there used to be a quest I read of a Vale lord that made deals with Clans and made shittons of swords for cheap.
    Also did you forget the reach, by saying the Riverlands twice kek?
    >>
    >>6464150
    >>6464133
    Support this combo
    >>
    >>6464133
    >3. The Mountains of the Moon
    >3. The Old Gods, the faith of the First Men, mostly kept in the North.
    MOUNTAIN MAN
    >>
    >>6464568
    >>6464452
    >>6464299
    >>6464243


    Given that canonically the the Mountains of the Moon are where the Dragon Sheepstealer is thought to have ended up, perhaps that's what the Dragon on our Sigil represents?

    Heck, given the timeframe we're playing in, we could decide that our character could be directly descended from Nettles as well as the line of Old Gods knights...
    >>
    File: IMG_0653.png (51 KB, 992x1122)
    51 KB PNG
    Okay, wow, the Vale + Old Gods combo has won by a landslide, and you guys have given me good fodder to work with!

    >>6464452
    Oh shit, I just saw that… Yeah the second Riverlands was supposed to be the Reach. Oops.
    >>
    But we are more than just a sigil upon a banner and who we are sworn to. A reputation and bloodline flow through the family this sigil represents.

    Here we will flesh out our house of landed knights.


    Liege Lord Relation(vote 1):
    >We chafe under our liege lord, wanting to work against them.
    >We work well with our liege lord, having honest and genuine connections with them.

    Troublesome Neighbors(vote 1):
    >We have been feuding with a particular neighbor for generations.
    >We act as a buffer against feuding neighbors or other hostiles.

    House Strength (Vote for 2):
    >We control a decent sized town on a road/river
    >We rule from a small castle
    >Our mines make us the envy of neighbors
    >Our military might is our greatest asset
    >Our lands stretch far, with tower outposts on the borderlands.
    >We have a family member married to our region’s Great House
    >The nearby woods provide plenty for our family.

    House Weakness (Vote for 2):
    >Our land has been infested with bandits and robber barons recently
    >We are a poor house - at least by other house standards.
    >Our military forces are in decline.
    >Our lands consist of our main settlement and nothing else.
    >We rule from a humble, fortified tower.
    >We’ve had a string of villains or madmen in our family, casting a shadow over our house.
    >Our house has sired many bastards, making the subject of inheritance tense in current times.
    >>
    Liege Lord Relation(vote 1):
    >We chafe under our liege lord, wanting to work against them.

    Troublesome Neighbors(vote 1):
    >We have been feuding with a particular neighbor for generations.

    House Strength (Vote for 2)
    >Our lands stretch far, with tower outposts on the borderlands.
    >The nearby woods provide plenty for our family.

    House Weakness (Vote for 2):
    >We are a poor house - at least by other house standards.
    >We rule from a humble, fortified tower.

    Real mountain clan hours
    >>
    >>6464693
    >>6464686
    Met to reply to this with my original post
    >>
    >>6464686
    >>We work well with our liege lord, having honest and genuine connections with them.
    We just kind of showed up one day and built a hall on their land and started paying taxes. They didn't ask where we came from, we didn't tell, and a few generations later everything's peachy.

    >We act as a buffer against feuding neighbors or other hostiles.
    The other clans are jealous of the good life we've managed to get into.

    >Our military might is our greatest asset
    >The nearby woods provide plenty for our family.
    We still hold a few.... primitive roots. Both us and the rest of the now-settled clan that make up our land's population. They're still great woodsmen, and martial prowess is still held in high esteem amongst them; and those benefits trickle up to us.

    >We are a poor house - at least by other house standards.
    >Our lands consist of our main settlement and nothing else.
    Possession is 9/10ths of the law, but when the records says your hall doesn't exist, then that means your liegelord only lets you make use of your immediate surroundings while they get everything sorted. And after everything's sorted, as it turns out.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.

    >We act as a buffer against feuding neighbors or other hostiles.

    >Our military might is our greatest asset
    >The nearby woods provide plenty for our family.
    We're not called house DrakeWOOD for nothing.

    >We are a poor house - at least by other house standards.
    >Our land has been infested with bandits and robber barons recently
    >>
    >>6464686
    >We work well with our liege lord, having honest and genuine connections with them.
    Only if its House Royce a First Men House with its legendary runic armour otherwise do the other.

    >We act as a buffer against feuding neighbors or other hostiles.

    >Our mines make us the envy of neighbors
    >Our lands stretch far, with tower outposts on the borderlands.

    >Our land has been infested with bandits and robber barons recently
    >We are a poor house - at least by other house standards.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.

    >We act as a buffer against feuding neighbors or other hostiles.

    >Our lands stretch far, with tower outposts on the borderlands.
    >The nearby woods provide plenty for our family.

    >Our land has been infested with bandits and robber barons recently
    >Our military forces are in decline.

    Let's not pick easy mode now.
    >>
    >>6464686
    >We work well with our liege lord, having honest and genuine connections with them.
    >We act as a buffer against feuding neighbors or other hostiles.
    >Our military might is our greatest asset
    >The nearby woods provide plenty for our family.
    >We are a poor house - at least by other house standards.
    >We rule from a humble, fortified tower.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.
    Seems more interesting.
    >We act as a buffer against feuding neighbors or other hostiles.
    Why not.
    >Our military might is our greatest asset
    >Our lands stretch far, with tower outposts on the borderlands.
    And then
    >We are a poor house - at least by other house standards.
    >We rule from a humble, fortified tower.
    Mountainfolk N Shiet.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.

    >We have been feuding with a particular neighbor for generations.

    >Our military might is our greatest asset
    >The nearby woods provide plenty for our family.

    >Our land has been infested with bandits and robber barons recently
    >We rule from a humble, fortified tower.

    I want to make the bandit gangs into our bannermen...
    >>
    >>6464686
    >>We work well with our liege lord, having honest and genuine connections with them.

    >We have been feuding with a particular neighbor for generations.

    >The nearby woods provide plenty for our family.
    Gotta have the woods
    >Our lands stretch far, with tower outposts on the borderlands

    >Our land has been infested with bandits and robber barons recently
    >We’ve had a string of villains or madmen in our family, casting a shadow over our house.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.
    >We have been feuding with a particular neighbor for generations.
    >Our military might is our greatest asset
    >The nearby woods provide plenty for our family.
    >We’ve had a string of villains or madmen in our family, casting a shadow over our house.
    >Our land has been infested with bandits and robber barons recently

    I like to think the clan was such an absolute menace were handed off to a tard wrangling lord, we're basically mountain normans constantly making trouble for our neighbours, stealing their daughters, livestock and wealth and basically refusing to give it back.

    we also constantly fight among ourselves since the clan is just a bunch of smaller bandit clans that got kicked out of the mountains.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.

    >We have been feuding with a particular neighbor for generations.

    >Our military might is our greatest asset
    >The nearby woods provide plenty for our family.

    >We rule from a humble, fortified tower.
    >Our house has sired many bastards, making the subject of inheritance tense in current times.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.
    >We have been feuding with a particular neighbor for generations.
    >Our military might is our greatest asset
    >The nearby woods provide plenty for our family.
    >We rule from a humble, fortified tower.
    >Our house has sired many bastards, making the subject of inheritance tense in current times.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.

    >We have been feuding with a particular neighbor for generations.

    >The nearby woods provide plenty for our family.
    >Our military might is our greatest asset

    >Our house has sired many bastards, making the subject of inheritance tense in current times.
    >We rule from a humble, fortified tower.
    >>
    >>6464686
    >We chafe under our liege lord, wanting to work against them.
    >We have been feuding with a particular neighbor for generations.
    Too warlike and aggressive to simply stand with the others or their liege lord.
    >We rule from a small castle
    >Our military might is our greatest asset
    Minor military power, has a good seat of power well defended and a good amount of warriors to call upon and a group of knights in the retinue
    >Our house has sired many bastards, making the subject of inheritance tense in current times.
    >We’ve had a string of villains or madmen in our family, casting a shadow over our house.
    Warlike, violent, aggressive, and problematic. Villains, Madmen, Criminals, Bastards. They have it all
    >>
    File: IMG_0656.png (3.3 MB, 1528x1080)
    3.3 MB PNG
    Counting these votes after work over a drink was just what I needed. Thank you all for your continued contribution!

    The votes are in!

    As landed knights, we are sworn to a full noble house, who is then sworn to the Great House of Arryn. We chafe under the Andal-blooded nobility of House Ruthermont. Their descendants claim that their house founder slew the Royce king at the Battle of the Seven Stars, where Royce rallied the First Men against the Andals. But the host was broken, and instead of becoming no better than bandits, you bent the knee. Their leadership over your house has been temperamental, like a storm - calm and serene one generation, then high winds and pelting rain. House Drakewood weathered these storms as well as could be expected.

    More importantly, the men of House Donniger are the true source of your wrath. Blood has been spilt many times. Donniger has laid claim to your lands for centuries, saying an ancient marriage gives them rights. But your blood tells another story: one of kidnap and rape of an ancestor. Your forefathers were right to put aside their lack of “full nobility” that bloody night. Ever since, the Donnigers have cursed and sought to undo anything of yours that they can.

    As for strengths, House Drakewood prides itself on its military might and the forest they call home. Ancient tales tell of a Drakewood knight sworn to defend the Drakewood’s weir-trees, and that deep in the forest they lie there still. Of course, there were no knights before the Andals landed ashore - a little embellishment from more modern times. The standing military - a good five hundred men - has been able to enforce the edges of our land.

    But there’s been resistance. Bandits and robber barons have settled in the outer reaches, taking down homesteads and waylaying the flow of trade. Your coffers are feeling these affects. From your fortified tower of Stonescoil, up against the mountains, you can see the Drakewood, the valley beyond, and the northern coastlines.

    This is the house. But what of you?
    (Cont)
    >>
    Gender:
    >Male
    >Female

    Background Event:
    >You saved Lord Flint during a hunting trip
    >You had a torrid love affair with a peasant
    >You served another Northern house as a page
    >You were present at the victory tourney at Lannisport after the Greyjoy Rebellion

    Is our character legitimate? (This vote gives our character certain aspects)
    >Heir?
    -Leadership, Knowledgeable, Rapport with Nobility
    >Bastard
    -Trade/Hands On Skill (Determined if vote wins), Friend of Smallfolk, Tough

    Virtue:
    >Honest
    >Just
    >Humble
    >Chaste

    Vice:
    >Lust
    >Wrath
    >Greed
    >Arrogant

    Archetype, basically the broad outline of what things our character is good at:
    >Schemer
    Words are your forte. Persuading, inspiring, and manipulating are what you are best at.
    >Fighter
    Weapons and the strength to wield them. You are trained as a warrior.
    >Rogue
    Shadows. You sneak about to unearth things not meant to be unearthed.
    >>
    >>6465141
    >Male

    >You saved Lord Flint during a hunting trip

    >Heir

    >Honest
    >Arrogant

    >Fighter
    >>
    >>6465141
    >Male
    >You saved Lord Flint during a hunting trip
    >Heir
    Write-in virtue and vice
    >Courageous
    >Envious

    >Fighter
    >>
    >>6465141
    >Female

    >You had a torrid love affair with a peasant

    >Bastard

    >Just
    >Lust

    >Rogue

    Sure why not, let's do it the hard way and play a true barely civilised mountain gal
    >>
    >>6465141
    >Male
    >You served another Northern house as a page
    >Heir?
    >Just
    >Wrath
    >Fighter
    >>
    >>6465163
    Supporting
    >>
    File: CastleFoldout.jpg (3.06 MB, 6214x3996)
    3.06 MB JPG
    >>6465144
    supporting, I like being a mountain man
    >pic unrelated to anything about us
    >>
    >>6465141
    >Male

    >You served another Northern house as a page

    >Heir

    >Just
    >Wrath

    >Fighter
    >>
    >>6465141
    >>6465163
    +1
    savage baseborn who outsmarted everyone to claim the castle like Lann the Clever
    >>
    >>6465141
    >>Male

    >You saved Lord Flint during a hunting trip

    >Bastard

    >Honest

    >Arrogant

    >Fighter
    Noble? Nah we're the guy who gets shit done. I also find the juxtaposition of being honest and being arrogant to be really funny. Like yeah the guy's a bit of a prick but at least he's up front about it.
    >>
    >>6465141
    >>Male
    >You saved Lord Flint during a hunting trip
    >Bastard
    >Honest
    >Arrogant
    >>
    >>6465237
    >>Schemer
    >>
    >>6465141
    >Male
    >You saved Lord Flint during a hunting trip
    >Heir
    >Honest
    >Wrath
    >Rogue

    a Quick tempered lad.
    >>
    >>6465141
    >>Male
    >You had a torrid love affair with a peasant
    >Bastard
    >Honest
    >Fighter
    >>
    >>6465287
    >>6465141
    >Arrogant
    >>
    >>6465141
    >Male
    >You saved Lord Flint during a hunting trip
    >Heir?
    >Honest
    >Arrogant
    >Fighter
    >>
    >>6465141
    >Male
    >You served another Northern house as a page
    >Legitimate heir.
    >Honest
    >Wrath
    >Fighter

    We express our hate openly, honestly, and physically.
    >>
    >>6465368
    +1 really love this idea

    https://youtu.be/gYNlJQ-dIuY?si=TQ4BM09JS5Ni6xfC
    >>
    >>6465141
    Based QM for getting a quest running. These tend to be popular, but bring out the worst in anons

    >Male
    >You saved Lord Flint during a hunting trip
    >Heir
    >Just
    >Arrogant
    >Fighter
    >>
    >>6465163
    >>6465141
    Support
    >>
    >>6465141
    >Male
    >Legitimate heir
    >Your uncles, one of them the previous Lord, your cousins and your Father were sent to the Wall when you were a toddler
    >If no write ins: You served another Northern house as a page
    >Just
    >Arrogant
    >Schemer/Scholar
    >>
    QM?
    >>
    >less than a hundred posts
    everytime.
    >>
    If you don't want to write about a certain location with a certain MC simply do not give it a vote. Dead quest is dead because it was incredibly obvious QM had a specific idea in mind and it has gone off the rails.
    >>
    >>6465368
    +1 supporting this.

    >>6467110
    It's been roughly a week. Either the QM is busy, they lost interest and left the quest like do many before them, or on the extremely rare chance of occuring....they died.

    I'm leaning towards them being busy.
    >>
    Does anyone else suspect that this quest is another dead one?
    >>
    >>6475029
    Gee, ya think?
    >>
    >>6475029
    no way...
    >>
    I got bored and saw that there are 21 out of 75 posts by 1 thread ids…

    The winner of the last vote however was >>6465144, >>6465203, >>6465358

    There were 19 total votes
    >Male (15)
    >You saved Lord Flint during a hunting trip (8)
    >Heir (12)
    >Honest (10)
    >Arrogant (8)
    >Fighter (12)
    Looks like MC is honest (will get penalty for deception) and arrogant (will get penalty when trying to be humble). I kind of think of Jack Reacher; someone who is extremely direct and who is so competent that they just know they're better than others (his arrogance would need to be based in his skills rather than say, his family status)

    >>6467764
    Yeah I think MC wanted something specific to the Blackfyre rebellion but then didn't want to play an uncivilized mountain man. I'm going to invoke the holy ritual of threatening to take over the quest. Can't promise that I'd be better than the real QM, but something is better than nothing... maybe?. Don't expect much


    Next votes are:


    First Name:
    > write in

    Age:
    > Young Adult (18) [180 xp, 0 flaws, 5 destiny points]
    > Adult (24) [210 xp, 1 flaw, 4 destiny points]
    > Middle Age (30) [240 xp, 1 physical flaw, 3 destiny points]

    Is the MC an ordained Knight of the Seven:
    > Actually yes
    > Of course not (I'd expect the Honest virtue will make him end up being like The Hound who makes a point to correct people that he isn't a Knight when they call him Ser… Also "Just Reacher" vibes...)
    >>
    >>6475527
    ASOIAF quests still pull those numbers boss
    >>
    >>6475527
    >Name: Kursant "Stone-Fang" Drakewood
    >Adult (24) [210 xp, 1 flaw, 4 destiny points]
    >Of Course Not "I'm not a knight. Where I'm from I'm called a Reeve. It's like a sheriff that caves your head in on a rock."
    >>
    >>6475527
    Sure, this >>6475537

    I'm >>6465368 since not sure my if my ID has changed.
    >>
    >>6475527
    >Yohn Drakewood
    >> Young Adult (18) [180 xp, 0 flaws, 5 destiny points]
    > Of course not
    >>
    >>6475527
    Hero QM
    >>
    Also in the interest of moving things along, I need 7 rolls of 7d6 for numbers of starting resources (they’ll be applied in order of the pic)

    If each player that votes on >>6475527 can roll once that should be good enough

    Then afterwards, anyone can roll a single 1d6 and nominate which resource to apply it to (this is the player’s starting modifier)

    Will probably leave the vote open till 7 people have voted/rolled [secret]which might take a while since the quest was still born[/secret]
    >>
    Rolled 2, 5, 2, 5, 6, 4, 1 = 25 (7d6)

    >>6475537
    +1

    >>6475594
    K boss
    >>
    Rolled 5, 2, 4, 3, 4, 2, 4 = 24 (7d6)

    >>6475594
    Rollin'
    >>
    Rolled 2, 5, 3, 6, 5, 5, 2 = 28 (7d6)

    >>6475537
    This is me
    >>6475594
    >>
    >>6475527
    Oh cool, at this point just take over, OP is clearly not finishing it.

    >Yohn Drakewood
    >> Adult (24) [210 xp, 1 flaw, 4 destiny points]
    > Of course not
    >>
    Rolled 1, 2, 3, 3, 6, 4, 1 = 20 (7d6)

    >>6475594
    >>
    Rolled 6, 4, 6, 4, 2, 3, 6 = 31 (7d6)

    Looks like its

    >>6475537
    3 votes
    >>6475573
    2 votes

    5 votes is probably 2 more than a lot of quests get on this board, and seems more realistic than 19. I'll call that vote and move along.

    I'll still need more rolls (happy for players to roll again after a reasonable amount of time has passed, because its not likely that the extra players will appear)

    Please give me
    >two more rolls of 7d6
    >a single 1d6 and nominate which resource to apply it to

    and then a roll for how many house history events we get
    > First Founding, Very Old, Andal Invasion [1d6+2]


    I've got an idea of what the first founding event will be, and the most recent event, but we can roll for the ones in between and figure out some lore. In the meantime I've been looking at Vale maps to figure out where Ruthermont and Donniger are placed. Ruthermont has starfish in the heraldry so needs to be along the coast. I think I'll put it down between Redfort and Gulltown.
    >>
    Rolled 5, 4, 1, 3, 3, 6, 6 = 28 (7d6)

    >>6476042
    I'll take one of the remaining 7d6's, if that's alright

    Also, new QM, you might want to advertise you've adopted the quest in the /QTG/, so they know its active again.
    >>
    Rolled 5, 6, 2, 2, 5, 4, 1 = 25 (7d6)

    >>6476042
    looks interesting
    been a long time since i came here and i forgot how fucking tedious the captchas are
    >>
    Rolled 2, 1, 4, 4, 2, 3, 4 = 20 (7d6)

    >>6476042
    I assume enough time has passed for us to roll again, if not then disregard.
    >>
    Rolled 2 (1d6)

    >>6476042
    Oh, nevermind. >>6476145 already rolled, didn't refresh. I'll roll a 1d6 instead and apply it to power.
    >>
    Rolled 4 + 2 (1d6 + 2)

    >>6476042
    House history
    >>
    >>6476168
    Thanks. That means there will be 6 house events total.

    Based on previous choices I’m using QM fiat to select 3 of the events

    [Invasion] for the founding event
    [Scandal] for the feud with House Donniger
    [Ascent] for saving our liege Lord during a hunting trip

    FYI the choice was >You saved Lord Flint during a hunting trip, but the Flints are in the North not the Vale, so I assume it was just a copy/paste error by the OP. Also another option was >You served another Northern house as a page, which doesn't make sense for a minor Vale house to send their son to the North. So I'm using QM fiat to say that Kursant saved Lord Ruthermont

    That’s leaves us needing 3 more rolls of 3d6 for the remaining house history events (picrel). Anyone can roll them.

    I'll then roll all the individual modifiers myself to prevent it from being more tedious.

    Then we'll look at allocating lands and units, and then after that Kursant's stats.
    >>
    Rolled 3 (1d6)

    >>6476181
    >>
    >>6476182
    3d6 please my knigga
    >>
    File: house-events.jpg (172 KB, 1974x1095)
    172 KB JPG
    might have made more sense if I attached the image.
    >>
    Rolled 1, 3, 6 = 10 (3d6)

    >>6476184
    >>
    Rolled 1, 5, 4 = 10 (3d6)

    >>6476181
    >>
    Rolled 3, 2, 6 = 11 (3d6)

    >>6476187
    >>
    >>6476188
    Decline
    >>6476231
    Decline
    >>6476235
    Infrastructure

    So in total, 4 negative and 2 positive events. Explains why the house is so irrelevant.

    Rolling here for all the event modifiers (first 16 will be negative modifiers and final 4 will be positive)
    >>
    Rolled 1, 6, 6, 6, 4, 4, 4, 1, 6, 1, 2, 1, 6, 5, 3, 1, 4, 3, 4, 2 = 70 (20d6)

    >>
    >>6476235
    Alright king, choose two stats and then roll 2d6 and each number will get applied. If you haven't rolled in a day then it can be open for someone else.

    Here is an image with the current house stats (not too bad considering the house has been declining for 6000 years
    >>
    >>6476250
    >Law: 3
    Every mountain man, bandit and outlaw must love us.
    >>
    >>6476253
    yeah kind of makes it obvious what the immediate concerns are...

    Attached are land costs, looks like with 15 land you can afford:

    > 1 mountain terrain [9]
    > 1 light woods [3]
    > 1 river [3]

    or

    > 1 mountain terrain [9]
    > 1 dense woods [5]
    > 1 stream [1]

    or something else. But you can only purchase HILLS of MOUNTAINS and you need one of those terrains at least (you can put as many features as you want on each terrain). Most features are just thematic but some are necessary in order to get wealth holdings

    (unless >>6476250 increases land)
    I'll probably decide that there is a run down path, and a mountain lake and some old mines, as well as some grassland valleys - or how else do you feed 500 soldiers? They'll just be narrative and not mechanical until you "purchase" them as part of a house turn, probably by spending wealth)

    Good news is that with all that defense, once the house is back on its feet you could start building a hall or a small castle (you'll have a single tower). Bad news is you can't swap defense for anything else
    >>
    >>6476257
    >1 mountain terrain [9]
    >1 dense woods [5]
    >1 stream [1]

    We can't be called the House Drakewood without a notable woods. Also explains the bandit problem, they just vanish into the trees!
    >>
    >>6476257
    I'm putting myself down for two options

    1.
    >Mountain
    >Heavy woods
    >Stream
    We're basically on the ridges of the Mountains, nothing but brave woodsmen, lumbermills and Bandits for days.

    2.
    >Hamlet
    >Road
    We just sat on a stretch of road and made the Vale Seethe.
    >>
    I'm losing track of all these different variables, didn't we vote early on for a big forest that feeds all our people and a tower we live in?
    >>
    >>6476262
    +1
    >>
    >>6476290
    Don't worry about the numbers. They're just meant to give structure to the narrative. Single lonely tower, forest with a weirwood, large military force and bandits are locked in

    Regarding the last bit, its a bit contradictory to say there are 500 men and a lack of lawlessness (considering the house doesn't rule that much land). So the mechanics can help explain it (the majority of the force will likely be green as summer grass; newly recruited to support some more experienced troops who are being overwhelmed by the influx of bandits).

    The pic shows the base power cost + unit power cost for each unit. Having 5 units will = 500 men.

    I'm just putting the mechanics out so people can choose to either get into the detail or just skim over and focus on the narrative.

    I'll post some house history stuff once >>6476235 finishes off the results of the Infrastructure event (or first person after a day has past from that post can take it) per >>6476250

    Not asking for votes on land or power yet
    >>
    >>6476462
    >Guerillas - Trained
    >Raiders - Trained
    >Criminals - Veteran
    >Scouts - Trained
    >Remaining power - 1

    I like to imagine we're constantly halfway through feudalising the criminal element by just allowing the criminals who are interested to operate as robber knights for a percentage of their earnings and the loot of the ones we don't endorse.

    Everyone else is just woodsmen or mountainman.
    >>
    >>6476480
    +1
    >>
    >>6476462
    +1 >>6476480
    >>
    >>6476480
    Based +1
    >>6476462
    >>
    >>6476480
    Very cool concept
    +1
    >>
    >>6476480
    >"B-b-but he's a bandit too! He's breakin' the law just the same!"
    >"I'm a REEVE not a SHERIFF. That means I cave YOUR head on a rock, not HIS head on a rock."
    >"Wh-wha-"*SKLCH*
    >>
    "King Robar II of House Royce met Ser Artys Arryn in a great battle at the foot of the Giant's Lance, where the king died and the Falcon Knight dealt the First Men a blow from which they never recovered.

    No fewer than fourteen of the oldest and noblest houses of the Vale ended that day. Those whose lines endured—the Redforts, the Hunters, the Coldwaters, the Belmores, and the Royces themselves amongst them—did so only by the dint of yielding up gold and land and hostages to their conquerors and bending their knees to swear fealty to Artys Arryn, the First of His Name, new-crowned King of Mountain and Vale.

    In time some of these fallen houses would regain much of the pride and wealth and power lost on the battlefield that day, but that would require the passage of centuries. As for the victors, the Arryns would rule the Vale as kings until the coming of Aegon the Conqueror and his sisters, and thereafter served as the Lords of the Eyrie, Protectors of the Vale, and Wardens of the East. And from that day forth, the Vale itself has been known as the Vale of Arryn.

    The fate of the defeated was far crueler. As word of the victory spread across the narrow sea, more and more longships set sail from Andalos, and more and more Andals poured into the Vale and the surrounding mountains. All of them required land—land the Andal lords were pleased to give them. Wherever the First Men sought to resist, they were ground underfoot, reduced to thralls, or driven out. Their own lords, beaten, were powerless to protect them.

    Some of the First Men surely survived by joining their own blood with that of the Andals, but many more fled westward to the high valleys and stony passes of the Mountains of the Moon. There the descendants of this once-proud people dwell to this very day, leading short, savage, brutal lives amongst the peaks as bandits and outlaws, preying upon any man fool enough to enter their mountains without a strong escort. Little better than the free folk beyond the Wall, these mountain clans, too, are called wildlings by the civilized."

    -- Archmaester Arnel in his "Mountain and Vale"
    I’ll open up the roll to the first anon to roll 2d6 who chooses which two resources to add the numbers to (Choose Power for one of them if you want a bit more flexibility with starting troops. Wealth, Law or Lands would be good as well)
    >>
    Rolled 2 (1d6)

    >>6476647
    Lands
    >>
    Rolled 5 (1d6)

    >>6476647
    Wealth
    >>
    ● House History ●

    House Drakewood traces its origins to the Andal invasion of the Vale roughly six thousand years ago. The house's founder originally fought for a lord of a First Men house that was ultimately eradicated. Spared from the final slaughter by virtue of being tasked with defending a sacred heart tree deep within the Drake Wood, he successfully repelled the Andal forces intent on burning the weirwood. Impressed by his valor—and recognizing that the defender's ultimate defeat was only a matter of time—the conquering Lord Ruthermont offered terms: bend the knee and retain the hereditary right to guard the forest. The founder swore fealty, adopted the name of the ancient woodland as his own, and established House Drakewood as its perpetual stewards.

    The house reached its zenith in the centuries that followed, constructing essential infrastructure throughout the valley. A tower was erected to command the pass, complemented by working mines and a paved road connecting the holdfast to the lowland markets ruled by House Ruthermont.

    This prosperity eventually gave way to a long period of decline. One mine ran dry, another collapsed, and without investment, the main road dwindled to a rough dirt track. A scandal involving neighboring House Dorrigen further eroded their standing, creating a centuries-long rivalry marked by constant border friction. Over generations, House Drakewood continued to decline, losing control of outlying lands and sliding into obscurity. To many lowland lords of the Vale, the Drakewoods seemed little different from the mountain clans—an impression fueled by the family's persistent chafing under Andal rule.

    In recent years, however, the house's fortunes have begun to shift. Lord Ruthermont frequently hunted in the valley, treating Ser Drakewood and his heir, Kursant, as little more than gamekeepers. During one such excursion, the scent of a slain elk lured a shadowcat which panicked Lord Ruthermont's horse, throwing the liege lord to the ground. Before the predator could strike, Kursant killed it with a well aimed stone to the head, earning his liege's favor, the moniker Stone-Fang and the shadowcat pelt he wears to this day. When Lord Ruthermont offered to knight the youth for his valor, Kursant refused, stating plainly that his devotion to the Old Gods forbade taking vows to the Seven. Though the surrounding knights sneered at what they saw as wildling arrogance, Lord Ruthermont respected the heir's unyielding integrity, holding him in high esteem ever since.
    >>
    >>6476648
    Thanks, so with 17 lands here are some initial options:

    > Land Option A
    1 mountain terrain [9]
    1 light woods [3]
    1 river [3]
    1 grassland [1]
    total [15]

    > Land Option B
    1 mountain terrain [9]
    1 dense woods [5]
    1 stream [1]
    1 grassland [1]
    total [16]

    > Land Option C
    1 mountain terrain [9]
    1 dense woods [5]
    1 river [3]
    total [17]

    > Land write in (must be <= 17)

    And with 23 power here are some initial unit options:

    > (anon's write in >6476480) Existing scout and guerilla core, with recently joined (experienced) clansmen allies (only 400 men)
    Trained Scouts [5]
    Trained Guerillas [5]
    Trained Raiders [6]
    Veteran Criminals [6]
    Total [22]

    Other options (500 men)
    > Existing infantry core, supported by recent archer/scout recruits, and recently joined (standard) clansmen allies
    Trained Infantry[7]
    Green Archers [4]
    Green Scouts [3]
    Green Raiders [4]
    Green Raiders [4]
    Total [22]

    > A flexible standing army, with recently "conscripted" clansmen allies
    Trained Garrison [5]
    Trained Archers [6]
    Trained Guerillas [5]
    Trained Scouts [5]
    Green Criminals [2]
    Total [23]

    > Unit Write in (<= 23 power, and be thematic)


    Please make a land vote and a unit vote
    >>
    >>6476658
    > Land Option C
    > (anon's write in >6476480) Existing scout and guerilla core, with recently joined (experienced) clansmen allies (only 400 men)

    Listen, those 500 men exist at what we tell guests at the dinner table, and in rumours.
    >>
    >>6476658
    >> (anon's write in >6476480) Existing scout and guerilla core, with recently joined (experienced) clansmen allies (only 400 men)

    I'd love to add a fourth option for land.
    1 mountain terrain [9]
    1 dense woods [5]
    1 Ruin [3]

    Basically we tried to build a Toll castle and a bridge but due to the decline of our fortunes and some particularly nasty feuds and bandits It never got properly finished and now lies in ruin.
    >>
    >>6476658
    >> Land Option C
    >1 mountain terrain [9]
    >1 dense woods [5]
    >1 river [3]
    >total [17]

    > A flexible standing army, with recently "conscripted" clansmen allies
    Trained Garrison [5]
    Trained Archers [6]
    Trained Guerillas [5]
    Trained Scouts [5]
    Green Criminals [2]
    Total [23]
    >>
    >> Land Option C
    >1 mountain terrain [9]
    >1 dense woods [5]
    >1 river [3]

    Trained Scouts [5]
    Trained Guerillas [5]
    Trained Raiders [6]
    Veteran Criminals [6]
    Total [22]
    >>
    >>6476692
    +1
    >>6476658
    >>
    >>6476680
    Support
    >>
    Alright, it seems pretty clear what the consensus is, I'll call it here so I can start writing up an initial scene. I'll defer Kursant's chargen till a bit later, but I'm intending him to be the leader of the Guerilla group (and his uncle leads the Scouts)

    Winning land option is:
    >Land Option C
    1 mountain terrain [9]
    1 dense woods [5]
    1 river [3]
    total [17]

    >>6476677
    I like the write in. Can make it so that back in the "infrastructure" era there might have been a bridge and toll hut but it fell into disrepair along with the road once the mines were abandoned. There was no real need to rebuild it because without the mine there wasn't a lot of traffic, or desire to come into your lands, and to be honest it speaks to the friction between the Drakewood's and Ruthermont's that they'd want to make it difficult to enter Drakewood land. You could set a house goal to expand back into the lower lands and take control of the area, and rebuild it etc, but for now it isn't in your control. Your ancestral lands are larger than what you currently control, but due to decline/disinterest/encroachment etc your effective borders have shrunk. I'm gonna put a lake and mines in the area "higher" than where you are (the lake feeds the river but is the watershed so your house doesn't currently do anything with it to keep it pure). Mechanically you'll need LAND to purchase more terrain features (and DEFENSE if you want a tower or keep and activate your inner Frey). So basically if anons want to go down that route there are narrative/mechanical goals to achieve.
    >>
    Winning unit option is:
    > (anon's write in >6476480) Existing scout and guerilla core, with recently joined (experienced) clansmen allies (only 400 men)
    Trained Scouts [5]
    Trained Guerillas [5]
    Trained Raiders [6]
    Veteran Criminals [6]
    Total [22]
    this was a great write in that helps explain the current circumstances (see below)

    >>6476675
    > those 500 men exist at what we tell guests at the dinner table, and in rumours.
    lol thinking anyone would want to come and be our guests
    It's possible it is just a rumor but vassals would need to give accurate reports of military strength to their liege so when banners are called they can't fudge arriving under strength. E.g if banners were called today then they’d likely need to raise a peasant levy to make up the numbers because Lord Ruthermont would be expecting 500

    I think it's more likely that a unit (of mountain boys) deserted. You really did have 500 last time a report was given to Lord Ruthermont, but (narratively) you lost control of a unit. That explains the low Law (so does half of your remaining troops being wildlings). Bound to happen when you recruit from mountain clans.

    In reality your uncle got re-married to a woman from a mountain clan and she brought her kin to come settle in your lands (I'll make these the criminals), and your younger sister basically did the same and her husbands's kin came to settle (I'll make these the raiders). You would know all this in character, and that recently a third unit of mountain men quarreled with the other two clans and left your service, but didn't quite leave you alone...


    Does anyone have a preference for the names of the Raider and Criminal units? I was thinking
    > Criminals: Red Maws (they grow and use sour leaf, hence the red teeth)
    > Raiders: Shadow Walkers (prefer to be nocturnal, sleep during the day and active at night)
    > Write in (subject to veto, but try to tie in the clan name with something they do)
    Also it strikes me that Drake Wood isn't far off a mountain clan name itself...
    >>
    >>6476896
    QM if you can work in some kind of connection to Sheepstealer in da lore you should try, I was liking that idea among the early discussion.
    My pitch for names would be:
    >Criminals = Black Pine Bandits
    These are basically privateers, highwaymen that we have an arrangement with. They tie people to trees and then set those trees on fire, or burn people's fruit-bearing trees or timber for extortion, hence the name. They have banners with black pine trees on them against an orange background. Their leader is a bit of an arsonist but devoted to an Old Fire God and has a particular hatred for red priests that misunderstand the 'TRUE NATURE OF PURGING FLAME'. They have a fear factor that makes them effective for countering rabble, but they also piss people off with their tactics, and so other clans or bandit gangs are sometimes as compelled to move against them as to submit. In due time maybe they can move the needle in the right direction (I.e. more submission and less rebellion)
    >Raiders = Skin-Stalkers
    I like the idea of a nocturnal group, but want to up the edge on them by having them play into the boogeyman legends of nighttime raids by wearing the skins of bears, wolves, and shadow cats, howling and snarling, and descending on villages like wild beasts under the moon. There are a few stray rumors about human skins but that's all made up, and in fact they dislike the comparison to the Boltons, whom they consider posh with their sadism.
    >>
    >>6476905
    wow i really like both of these, especially the potential Skinwalker/Warg raider history, it plays well with old gods
    >>
    >>6476905
    +1
    I fucks with both of these
    >>
    >>6476896
    Sure, +1 >>6476905
    >>
    >>6476905
    I appreciate the write ins (will keep the vote open).

    In the book I copied this from >>6476647 ("The World of Ice and Fire") it says that the Burned Men have the connection with a dragon (which is likely sheep stealer). I think this is where the list of prominent clans comes from. But if anons want it then we can probably assume that this smaller clan is an offshoot from the Burned Men. From the book:

    "Here are the names of the most notable clans of the Mountains of the Moon, as reported by the Archmaester Arnel in his Mountain and Vale: STONE CROWS, MILK SNAKES, SONS OF THE MIST, MOON BROTHERS, BLACK EARS, SONS OF THE TREE, BURNED MEN, HOWLERS, REDSMITHS, PAINTED DOGS

    Lesser clans exist as well, often being formed after some feud splinters one clan, but these usually last only a short time before they are swallowed up by rivals or wiped out by the knights of the Vale.

    Most of these clan names have some meaning, however obscure those meanings might be to us. The Black Ears take the ears of men they defeat in battle as trophies, we know. Amongst the Burned Men, a youth must give some part of his body to the fire to prove his courage before he can be deemed a man. This practice might have originated in the years after the Dance of the Dragons, some maesters believe, when an offshoot clan of the Painted Dogs were said to have worshipped a fire-witch in the mountains, sending their boys to bring her gifts and risk the flames of the dragon she commanded to prove their manhood."


    Also I'd be surprised if some illiterate, isolated Vale wildlings even knew about the Boltons (or red priests), so might need to adjust that. In my head, the mountain clans don't trade with the Vale houses, except for semi-wildling houses like our own, so I don't think they'd have a good grasp of far away customs and people.
    >>
    >>6476977
    Maybe a Bolton came down generations ago and thought they were invited to thr function and showed up on their finest Stark skin cloak, and left a hell of an impression
    >>
    >>6476977
    If there are other semi-wildlings houses, I'm sure maybe some drunken lord or soldier would've let out that little piece of information. After all, the House McMurderRape would be infamous e enough to be openly despised by the lordly lords of the Vale, or so I think.

    Hell, maybe the few clans that knows about the Boltons have some kind of twisted, actual cannibal House on the North, and go "Oh really? You think WE are bad? You should meet what sick FUCK the Almighty Lords have at the North!"

    But still, that's just me theorizing, I'm cool with having these Were-beasts freaks at our disposal, surely the most chill people in the group
    >>
    Total Andal Death
    >>
    >>6477165
    And what about the Rhoynar ?
    >>
    >>6477316
    Lmao potential allies desu. If the First Men push from the north and the Rhoynar push from the south we might have a shot at winning
    >>
    hey we can post again

    >>6476977
    >>6477068
    >>6477088
    Was reading during the downtime about House Redfort and turns out that Roose Bolton's trueborn son Domeric apparently squired with House Redfort (like 100 years in the future from the current story point, in the main book storyline).

    Also the Boltons are infamous for making a tent out of human skin when the North and the Vale were fighting over the Three Sisters islands a long time in the past, so that kind of infamy is probably in the Vale's racial memory. So yeah its highly likely that mountain clans would have heard of the Boltons. This is from "The World of Ice and Fire":

    "The Rape of the Three Sisters is the name by which the Northern conquest of the islands is best known. The Chronicles of Longsister ascribe many horrors to that conquest: wild Northmen killing children to fill their cooking pots, soldiers drawing the entrails from living men to wind them about spits, the executions of three thousand warriors in a single day at the Headman’s Mount, Belthasar Bolton's Pink Pavilion made from the ayed skins of a hundred Sistermen ... How far these tales can be trusted is uncertain, but it is worth noting that these atrocities, whilst oft mentioned in accounts of the war written by men from the Vale, go largely unmentioned in Northern chronicles. It cannot be denied, however, that the rule of the Northmen was onerous enough to the Sistermen for them to send their surviving lords scurrying to the Eyrie to plead for help from the King of Mountain and Vale."

    I've got an idea of how to explain that some Bolton men were in the Vale for a while after the Dance of Dragons (which ended 131AC), and likely were sworn men for House Redfort. If you ever have dealings with House Redfort then it might come up in the narrative as appropriate (or Kursant could ask his mother, she'd know... It's been about 60 years so there might even be a Bolton or two running around still)
    >>
    File: first-month-194AC.png (13 KB, 422x448)
    13 KB PNG
    ● Stonescoil. First month, 194 AC ●

    A servant cleared the last of the remains of the family dinner before retiring from the hall, leaving only blood relations of Ser Jarn Drakewood. Around the table with him sat his wife Mabel, his heir and true born son Kursant, his daughter Kaelen and his half-brother Ser Vorn Stone.

    They gathered for their monthly family council, a mimic of the King's Small Council. Where other Vale lords ruled through an iron fist, Ser Jarn favored the mountain clan custom of giving every family member a voice. It was a rare quality, and one of the things his wife loved about him. He was devoid of the pomp and overbearing pride typical of low land knights.

    A cousin to the Lord of House Redfort, Mabel had fallen for your father after a series of chance, and eventually not-so-chance encounters during his few years as a tourney knight. Jarn often joked that her heart was the only prize of value he ever won. After a discreet wedding before her growing belly became noticeable, he has been content ever since to look down from his mountain tower at the lords and knights who are literally beneath him.

    Though untutored in formal administration, Mabel fulfills the role of steward for the small landed domain. After a smile and a nod from her husband, she opened the meeting by laying out the current state of the family ledgers.
    >>
    In lieu of a monthly house fortune roll, you can choose to add +1 to any single resource. Please vote for which resource to add it to:
    > Defense
    > Land
    > Influence
    > Law
    > Population
    > Power
    > Wealth

    Fortune rolls need to happen once every 3 months but can be put off for up to 2 consecutive months and instead a simple +1 resource.

    I would normally ask here for a house fortune roll, but per the image in the previous post your current roll would be 5d6-16 which gives a roughly 60% chance of "doom" (only a ~12% chance of an actual positive result). So I'm using QM fiat to make a sensible choice for the house. Relevant rules for house fortune are in the pic attached to this post.

    I'll try to explain it in the narrative in the upcoming posts, but you'll need to increase your Law stat per the attached graphic in the next two months or "bad things" will likely happen in month three. Population is in the sweet spot. Using wealth to purchase holdings can start to give bonuses to the house fortune roll so you can start getting positive events in the future.

    Let's make a quick choice about which stat to give the +1 boost to and then I'll introduce you to Kursant's family.
    >>
    >>6477316
    >>6477319
    Ask Kursant's father and uncle what they think of the Dornish... spoiler, its not positive

    Also the timeline is like 60 years after the Dance of the Dragons, which is thousands of years after the Andals and Rhoynar arrived, just to be clear on where things are at.
    >>
    >>6477347
    That is actually what I was thinking about when I brought up the stark skin cloak possibility. When Starks and Boltons get along, they do some evil ass shit

    >>6477351
    >Law
    >>
    >>6477351
    +1 Law
    >>
    >>6477351
    > Law
    >>
    >>6477351
    >Law
    >>
    >>6477351
    >law

    Upping pop by 1 would give us +1 to fortunes but yeah thats not super great even if it's an improvement.
    >>
    "We've done well enough this month," Mabel began, scanning the ink-stained column of figures. "Everyone is fed, and the stores are intact. But with the clans to feed, we're essentially subsistence farming. There's no surplus to store or sell for profit. We'll need more smallfolk to change that, but as things stand we're more likely to lose smallfolk than gain them."

    "Security in the valley is worse than I've ever seen it. Currently the money we receive from the clansmen's 'tax collecting' offsets the theft and damage to property, but the smallfolk feel increasingly threatened. There is a real risk it could lead to some of them migrating away. The lawlessness is the most pressing issue facing our lands at the moment."

    She tapped a finger against a separate scrap of parchment.

    "The good news is that our off-the-books income is very healthy. The 'special levy' they've been collecting means we have a good amount of coin to invest. On top of that, we've been able to harvest the sourleaf that the Blood Maws had started growing in our valley before they left. They likely intended to chew it themselves, but we can either sell it for profit, or focus on turning it into a farming venture. There have been reports that the Blood Maws have been trying to raid our lands on occasion, which keeps everyone on edge."

    Ser Jarn let out a sigh at the mention of the Blood Maws, the one-time clan allies who had once dwelt in the valley. They had been raiding under Ser Jarn's protection but had quarrelled with the other clans in the house's service and had since abandoned the relationship and migrated into an upper valley. Turning his gaze across the table, Ser Jarn looked to his daughter and brother. "You're both wed to these clansfolk. What do we do about our own, before we worry about the ones who left?"

    "Look, wild folk are wild folk, but they ain't causing trouble just for the fun of it," Kaelen answered. "Main problem is they don't got real roofs over their heads, they just drop their tents right on the smallfolk's crops and dirt. They spot a stray pig or goat, they grab it and roast it, couldn't care less whose it was. On top of that, you got them crammed right up against our farmers and the other clan. Put that much beef in the pot and it's gonna boil over fast. If we build 'em proper housing, a real hamlet or shift 'em to the next valley over, it'd get them off the farmland and cut down the chances for mischief. Or give the Skin Stalkers hunting rights in the wood, then they'd probably relocate their tents away from the farmlands and put some distance between them and the Black Pines." Then she muttered "Might even stop them from burning the whole thing down..."
    >>
    Ser Vorn grunted in agreement. "You can take the man out of the wilds, Jarn, but you can't take the wild out of the man. They see it, they take it. Always have." He shrugged. "Feed 'em and keep 'em in ale, or drill 'em till they drop. Tired men don't make trouble."

    Jarn scratched his jaw, considering the thought. "A proper garrison, then? That costs coin, and it's a season with no raiding. It won't cover for the fact we're missing a hundred fighters the next time one of Ruthermont's men comes to inspect, but at least they will look civilized." He paused, then continued with a smile "Or we could set them loose on the Blood Maws. Uniting against a common wildling foe is the oldest tradition in the Vale. If they're busy fighting against those deserters, they'll be too occupied to fight among themselves."

    "As for the Blood Maws," Vorn replied, "they're hiding out in the mines up top. They've got a lot of lookouts, so whenever my scouts get close, they all pull back into the mines. It'll be bloody work to dig them out. Better to bait them into the open and ambush them."

    Jarn was silent for a moment, letting his thoughts settle, before focusing his attention on his son and heir, Kursant. "What do you have to report?"

    Kursant cleared his throat, launching into an accounting of the guerrilla unit's recent activities, only for Jarn to cut him off with a flick of his wrist. "That isn't what I'm asking about."

    Kursant paused, his mouth setting into a hard line as a flash of annoyance crossed his face. "I haven't found a bride yet."

    Ser Jarn exhaled slowly, then said with some warmth "Your sister's child will need a cousin to grow up with, Kursant, just as you grew up alongside Yohn. If you're struggling to pick out a bride and you fancy a woman with soft hands, your mother is more than willing to write to the lowland houses to see which eligible daughters they're eager to marry off."

    "I've three letters drafted already," Mabel said, without looking up from her ledger.

    Jarn continued "If you prefer a woman with strong, working hands, I'm sure Kaelen could introduce you to half a dozen mountain girls by sunrise."

    "Half a dozen?" Kaelen snorted, "At least. Hard part's finding one who won't laugh at a man that bathes."

    Jarn leaned back, a dry smirk touching his lips. "And if you like the notion of retiring to bed every night wondering whether your wife's going to slit your throat in your sleep, well... I'm sure Vorn can help you steal one."

    "I didn't steal her," Vorn grunted. "She followed me home."

    Jarn winked across the table at his wife, Mabel, whose fond smile answered his tease. "Or you can do like I did, head out into the world, follow the wind, and see if a girl catches your eye. Or if she catches you."
    >>
    > How do you respond?

    As heir of the house, what are your recommendations for the coming month? I've added probably too many options just to give you all some ideas/inspiration for what you want to do immediately but also some longer term projects you might want to start in the coming months. I don't have a plot, just situations that you can engage with or ignore (but for example, if you ignore the Blood Maws for too long, or your low Law stat, then consequences will occur). If you want to go raiding or rebuild a toll bride then those will have consequences as well. If you sit in your tower and do nothing then the world will move on according to canon (and there will be consequences to that).

    What to do with your wealth
    > Do nothing, just save it
    > Convert wealth to law
    > Spend wealth on holdings to improve wealth/house fortunes (examples: get a maester, get a hamlet or small town and then a marketplace, get an artisan etc)
    > Convert wealth to land to rebuild the road and the ruined toll bridge
    > Convert wealth to power, and retrain the undisciplined troops to be something else
    > Convert wealth to land and purchase more terrain
    > Give a wealth gift to someone to increase Influence

    What to do with the sourleaf harvest
    > Sell it for 1 wealth
    > Spend 1 wealth to make a sourleaf farm (custom holding) and be drug lords

    What to do with the deserters, the Blood Maws
    > Leave them alone for now, decide next month
    > Negotiate with them
    > Deal with them forcibly (which unit(s))

    What to do with the Skin Stalkers and Black Pines (if you don't use either of them to deal with the Blood Maws, or a re-training option)
    > Let them choose their own targets of opportunity to raid [get random result - swingy]
    > Give them direction on what targets to look for when raiding [get random result - more predictable]
    > Have Kursant or Vorn (and unit) go with them on a raid
    > Tell them not to go raiding and remain on standby idle hands are the Stranger's playthings

    What to do about a wife (this doesn't lock you into a "route", but I've added what some hopefully obvious consequences will be if you eventually choose a lowlander or wildling wife)
    > You accept your mother's offer to find out which houses have an eligible daughter (possibly gain a tie to some noble house)
    > You accept your sister's offer to find a common born/wildling wife (possibly gain warg/greenseer options for your children)
    > You accept your uncles offer to kidnap a wife (always go to bed with one eye open I suppose)
    > You agree to your father's idea to socialise with lowlanders and look for a wife yourself
    > You tell them that you'll handle it yourself (which is what you told them last month)

    Vote will be open for a while, and I'll try to answer questions when I can.
    >>
    >>6477502
    > Convert wealth to land to rebuild the road and the ruined toll bridge

    Needs fixing

    > Spend 1 wealth to make a sourleaf farm (custom holding)

    No laws against it as far as I am aware, free real estate

    > Negotiate with them

    Find the root of the problem.


    > Give them direction on what targets to look for when raiding [get random result - more predictable

    Just be sneaky about it

    > You accept your mother's offer to find out which houses have an eligible daughter (possibly gain a tie to some noble house)

    Westerosi Ladies Yearns for the Highlander romance novel
    >>
    >>6477506
    >How do you respond?
    Hmmm
    >I will head out into the world like my father.
    Where the Dornish women at? Need me a Dornish girl.
    >Convert wealth to law
    Let's shore this up just a bit more before refocusing elsewhere...
    >Spend 1 wealth to make a sourleaf farm (custom holding)
    Always good to have a niche!
    >Negotiate with them
    We are tough, but I want more martial power before I solve problems with immediate violence.
    >Give them direction on what targets to look for when raiding [get random result - more predictable]
    They work for us, we should be coordinating their bad behavior.
    >You tell them that you'll handle it yourself (which is what you told them last month)
    Let's plan a trip to Dorne and start stockpiling supplies for that.
    >>
    >>6477596
    +1
    >>
    >>6477598
    > Where the Dornish women at? Need me a Dornish girl
    > Let's plan a trip to Dorne and start stockpiling supplies for that.

    Even making a joke that you haven’t found a potential bride because there aren’t many Dornish girls in the Vale would piss off your father and brother and would go down like a lead balloon. So if it’s the winning vote then sure, but it’s gonna mean Kursant is going to have a strained relationship with his family. So saying “handle it yourself” while making sneaky plans would be the best approach

    >>6477357
    I alluded to it here, but Kursant would already know that in character. Just need to bring it up narratively. Jarn is a pretty laid back guy but talk of Dorne is an instant mood kill.

    In the past 60 odd years since the DoD there have been Dornish wars of subjugation, rebellion and reconquest, that ended with the current king taking a Dornish wife. Most everyone is salty about it and it’s the primary grievance of supporters of the Blackfyre rebellion that kicks off in a year.

    I get that HDW is a meme but there will be ramifications for suggesting you want a Dornish wife, let alone what will happen in your family lands while you go to Dorne, and how she is treated if you come back

    It’s a 1 post ID so not sure how seriously to take it as a write in (I am happy to treat Dorne as a write in… will do it if it gets support though
    >>
    >>6477669
    Somehow missed that! I mobile-post. I did say 'handle it ourself' and the commentary about Dorne is all OOC, because regardless of where we go I'd suggest Kursant do it without his family's input. Maybe in that case we should visit the Riverlands or maybe the Reach? I am interested to see if Kursant can find an exotic wife to spice up the politics, and also a wife that will appreciate his uncivilized pedigree. An Ironborn reaver-wife could be cool but there is ostensibly that Lannister quest with Asha Waifu going on (though it might be over now, weeks since there was an update and no new thread). A Northern wildling wife could be cool but eh, I am thinking outside of the box. A Clegane woman (are there any?) would be interesting, a Hightower woman would be interesting, but idunno, that's probably the upper level of nobility available to us. Mormont woman could be cool, but I guess I am just eager to see Kursant go on an away trip to see how he interfaces with non-Vale non-Mountain types, and I am interested in him bringing back a bride that will lead to family visits from distant dignitaries and the like.
    >>
    >>6477506
    > Convert wealth to law
    > Spend 1 wealth to make a sourleaf farm (custom holding) and be drug lords
    > Deal with them forcibly (Scouts and Black Pines)
    > Let them choose their own targets of opportunity to raid [Skin Stalkers]
    > You agree to your father's idea to socialise with lowlanders and look for a wife yourself
    >>
    >>6477680
    All good. I just thought I'd mention my head-cannon for Kursant's family's opinions on Dorne. I didn't think it was going to be relevant until you guys went to a tourney and someone started bad-mouthing the king.

    But I'm not going to force a vote to have 24 year old Kursant ask his father's opinion on Dorne as he would already know, if you get what I'm saying. Its just the player base that doesn't know yet. I'd intended to avoid big walls of text and instead bring it up when relevant.

    >>6477596
    >Find the root of the problem.
    Likewise, in character Kursant knows what the conflict was. Influence, respect and a blood tie with the Drakewood's (and grudges old and new with the Black Pines and Skin Stalkers).

    They were allied with the Drakewoods before the other two clans, but then became simply one of three, and they're not even "first among peers" because Kaelen is married to the leader of the Skin Stalkers and Vorn is married to a girl from the Black Pines. So the Blood Maws wanted a blood tie, but Kursant said no (can you imagine kissing a girl with red gums?) and his cousin Yohn also said no (and then actually left and went to the low lands - but Yohn's story is best described later because there is more to it than that. Surprise, this write in >>6475573 is Kursant's cousin).

    So the Blood Maws have a few grievances but most salty about not having a family connection.

    The real question to be discovered during negotiation would be: What would it take for them to come back into the fold?
    >>
    >>6477506
    > Convert wealth to law
    -10 to house fortunes NEEDS to change
    > Spend 1 wealth to make a sourleaf farm (custom holding)
    Smoke sourleaf 'ery day
    > Deal with them forcibly (Scouts and Black Pines)
    They reneged on the deal fuck em
    > Give them direction on what targets to look for when raiding [get random result - more predictable]
    NO BANNERS, maybe help find travelling noble ladies to kidnap.

    > You accept your mother's offer to find out which houses have an eligible daughter (possibly gain a tie to some noble house)
    MAKE A LIST OF ELIGABLE DAUGHTERS FROM NEARBY LANDS going to Dorne is a fucking terrible idea for our position and you're doing it for the meme. Hell leaving the vale for a bride is basically pointless as we are neither on the coast or based in Gulltown.
    > You accept your uncles offer to kidnap a wife (always go to bed with one eye open I suppose)
    KIDNAP ONE OR MORE OF THEM FOR RANSOM/MARRIAGE
    >>
    >>6477506
    >Convert wealth to law
    >Spend 1 wealth to make a sourleaf farm (custom holding) and be drug lords
    I'm the one who knocks
    > Negotiate with them
    > Give them direction on what targets to look for when raiding [get random result - more predictable]
    > You accept your uncles offer to kidnap a wife (always go to bed with one eye open I suppose)
    Something something Great King of the Mountain Clans something something kidnap chieftain's daughters
    >>
    >>6477506
    >> How do you respond?
    Tell father you will entertain all possible options that benefit the house, ask for 6 months to find the best option
    > Convert wealth to land to rebuild the road and the ruined toll bridge
    Also buy more law if both are possible
    > Spend 1 wealth to make a sourleaf farm (custom holding)
    Should help with negotiation
    > Negotiate with them
    > Give them direction on what targets to look for when raiding [get random result - more predictable]
    Target other raiders not aligned to us.
    > You agree to your father's idea to socialise with lowlanders and look for a wife yourself
    Start here but keep options open
    >>
    >>6477506
    > Convert wealth to law
    > Spend 1 wealth to make a sourleaf farm (custom holding)
    > Negotiate with them
    Starve them out if we have to.
    > Give them direction on what targets to look for when raiding
    > You agree to your father's idea to socialise with lowlanders and look for a wife yourself
    >>
    File: manage-resources.png (50 KB, 545x648)
    50 KB PNG
    Call the vote here

    >>6477596
    >No laws against it as far as I am aware
    Missed this one earlier, yeah from what I can find online it isn't an illegal substance. Slavery is abhorred by the Old Gods and Faith of the Seven religions (but serfs and thralls seem to be ok. maybe the distinction is buying and selling people vs wage-less labor)

    >>6477828
    >Also buy more law if both are possible
    In the RAW (see pic) you can exchange resources using the attached picture's rates. If you want to do two resource exchanges then it uses the "rushed" rate, which isn't a good deal.

    Also generally speaking your house action is meant to be "one big thing" like either focusing on commerce OR building OR war, but I prefer to let you do as many things as you want as you have people to delegate to. In those cases you won't be able to influence the outcome.

    For example sending out raiders will basically come down to a dice roll to see what happens, but if you sent Kursant out raiding then it'd be narrated.

    So you're really just limited to how many people you can conceivably ask to do a task. I probably won't get into the details but like, Mabel can write letters as a monthly task, but she can also manage finances and trade and set up a sourleaf farm and deal with a distributer. Kaelen can do the "handwave wealth to law" which narratively is addressing some scarcity problems that cause conflict. Jarn/Kursant/Vorn can give instructions to the raiders and go talk with the Blood Maws.

    (Vorn historically deals with border defense with his scouts on lookout and then the guerrillas are the QRF)

    But if you want to undertake a building project, or land reclamation, you need someone to take oversight of it (as a small knightly house you shouldn't expect to do too much at a time really).
    >>
    Regarding Convert wealth to law, how much wealth do you want to spend (voting options below)? After accounting for the sourleaf, you have 15 wealth and 4 law (refer to >>6477351 picture for the law modifier). If your negotiation with the Blood Maws goes well then you might need some wealth to convert to power to "recruit" them (you'd know in character that they are Trained Raiders because they worked for you, which is 6 power).

    Regarding Raiders, it looks like sending both clan units out is what was desired, keeping both trad units to negotiate with the Blood Maws.

    Since they're an autonomous unit you can give directions but without direct oversight things will happen out of your control. They're smart (and obedient) enough not to raid the Ruthermont lands since House Drakewood is meant to be protecting the Ruthermont's from this sort of stuff to some extent (your house is a buffer zone between civilization and the wilds). And they're smart enough to not wave flags or wear uniforms.

    You can direct them to raid based on this goldilocks system (pick a distance and a target for each clan). This is a bit experimental but:

    NEAR = 2 raids per 1 month
    FAR = 1 raid per month
    FURTHER = 1 raid per 2months

    RAID refers to an attempt to overcome some defenses and take some loot

    HEAT refers to the the severity of consequences for both successful and failed raids (e.g. being tracked back to your domain, local lords increasing their defenses making future raids more difficult). By virtue of making a RAID there will be HEAT.

    TARGET RISK refers to how difficult it will be to succeed at when attempting a RAID, and TARGET REWARD how valuable the loot will be (or how bad the consequences of a failed raid, which is different to HEAT consequence; think bad morale or dead soldiers or captured soldiers). There are small modifying bonus for using green/trained/veteran/elite troops.

    Hopefully you can see that raiding nearby nobles could be really lucrative but also problematic (especially if they find out you're responsible). You can decrease heat by varying your targets and distances each month so you don't hit the same target repeatedly and hope they'll eventually lower their vigilance.

    Results of everything will be randomly rolled (e.g. will they loot or kidnap, will they steal or slaughter... who knows?)
    >>
    Pretty consistent voting for:
    > Convert wealth to law
    > Spend 1 wealth to make a sourleaf farm (custom holding)
    > Negotiate with them
    > Give them direction on what targets to look for when raiding

    Waifu vote was a bit split, but no one voted for the "sister" option, so I'm going to interpret that as Kursant is not interested in a local girl (e.g. no one he's met up until now - it wouldn't rule out his interest if he meets some mountain baddy in the future from some other clan that hasn't yet been mentioned). So the only thing locked in is that he isn't looking in his own backyard (which explains why he is 24yo and single).

    I'll have him give his mother consent to sending out letters and an express an intent to start travelling more (this will mean he'll be more likely to take care of any affairs that require travel). I'll also take the "uncle" votes to mean he doesn't want an arranged marraige but wants to choose his own etc.

    Follow up votes from questions in >>6478079:

    How much wealth to spend:
    > Minimum Law investment to change fortune from -10 to -5 (6 wealth)
    > Law increase write in:

    Instructions for Skin Stalkers:
    Distance:
    > [Skin Stalkers] NEAR (high # of raids/high heat)
    > [Skin Stalkers] FAR (medium # of raids/medium heat)
    > [Skin Stalkers] FURTHER (low # of raids/low heat)
    Target:
    > [Skin Stalkers] MOUNTAIN CLANS (low risk/low reward)
    > [Skin Stalkers] SMALL FOLK (medium risk/medium reward)
    > [Skin Stalkers] NOBLES/MERCHANTS (high risk/high reward)

    Instructions for Black Pines:
    > [Black Pines] NEAR (low travel/high heat)
    > [Black Pines] FAR (medium travel/medium heat)
    > [Black Pines] FURTHER (high travel/low heat)
    Target:
    > [Black Pines] MOUNTAIN CLANS (low risk/low reward)
    > [Black Pines] SMALL FOLK (medium risk/medium reward)
    > [Black Pines] NOBLES/MERCHANTS (high risk/high reward)
    >>
    >>6478081
    Maybe I'm misreading the charts or just tired, but isn't it 2 wealth per exchanged resource? So to go from 4 to 11 for the -10 to -5 would be 14 wealth, and we'd need 12 wealth to 'buy' the Blood Maws?

    If so...
    >Spend 2 wealth for 1 law, keep the rest to pay off the Blood Maws during negotiations.

    We'll have to hope buying them off gains us law, since they are no longer doing bandit shit. We'll gain more wealth through our raids.

    Alternatively if I'm wrong and it is 1:1, then...
    > Minimum Law investment to change fortune from -10 to -5 (6 wealth)

    With the rest being saved for the negotiations.

    > [Skin Stalkers] FURTHER (low # of raids/low heat)
    > [Skin Stalkers] SMALL FOLK (medium risk/medium reward)
    > [Black Pines] FURTHER (high travel/low heat)
    > [Black Pines] NOBLES/MERCHANTS (high risk/high reward)

    Low heat, little chance of getting back to us, and a medium/high split for risk and reward of the raids themselves.
    >>
    >>6478145
    Yeah my bad. Would take 14 wealth not 6 to get to the -5 penalty. Thanks for pointing that out
    >>
    Also you’ve got 7 influence if you wanted to trade that next turn at 1:1 for the 6 power.

    Corrected vote option:
    > Minimum Law investment to change fortune from -10 to -5 (14 wealth)
    > minimum +1 law (2 wealth)
    > write in

    Also to be clear about the FURTHER option it’ll mean they’re not available to give orders to next monthly turn and the loot won’t arrive until turn 3. But considering the Black Pine proclivity to burn stuff and people, probably prudent lol.

    Anyway I’m writing the next scene and will post tomorrow likely
    >>
    Kursant watched his parents share a moment of mirth, both of them plainly remembering how his mother had captured his father's heart.

    "You can send your letters, mother," he said. "But I'll handle it myself."

    "Handle it yourself for too long," Kaelen said, not quite under her breath, "and you'll get hairy palms."

    "Kaelen," Mabel said, while Kaelen just grinned into her cup.

    Kursant ignored his sister and turned to his father. "If there are tourneys coming, I'd like to attend. I've spent long enough in these mountains to know I won't find a bride here." He paused. "As for the Blood Maws, they're between a rock and a hard place, or they wouldn't still be on our land. Another clan has already claimed their old territory, so they don't have many options, just a lot of pride. But they'll have to accept that I'm not something to be bartered."

    Vorn grunted. "Would've been simpler if you'd taken the girl when they offered."

    Kursant remained silent, wondering if Vorn was referring to the Blood Maws, or Yohn.

    Jarn broke the silence. "The Corbrays are holding a tourney this year, open to the whole Vale. A celebration of the king's peace." The word peace came out flat. "Lord Ruthermont has written to say our attendance is expected. I imagine he wants the Vale reminded that he has vassals." He turned his cup slowly on the table. "I'll send word that we'll come, and ask whether there are others where we'd be welcome. If you mean to enter the melee, you'd best spend some time in the yard. And it wouldn't hurt to brush up on your courtly manners."

    "I loved you for your forthrightness, dear, not in spite of it," clarified Mabel. "Not every woman wants a preening knight in armor, and Kursant shouldn't pretend to be what he isn't. However, it couldn't hurt for him to practice his small talk and dancing."

    Jarn inclined his head to her, then looked back at his son. "But I hear you about the Blood Maw girl. You've made your choice, and Yohn made his."

    Vorn's jaw tightened, and he kept his eyes on his cup.

    "And I'll not promise away the futures of Kaelen's babe or Vorn's little one to buy back a clan that walked off," Jarn went on. "We'll give them enough that their pride isn't wounded. If they still want a betrothal after that, they can move on from our land. A sourleaf farm and a few other concessions may be enough to bring them round. Let's get a small patch to start and find a merchant at Ruthermont's port who we can sell it to."

    He turned to his half-brother. "Send the Black Pines and the Skin Stalkers raiding. If they're away, I'll have fewer complaints to deal with, and it could make it easier to reintegrate the Blood Maws if the talks go well."
    >>
    "They'll be gone within the week." Vorn paused. "We might be able to get the guerrillas to hit somewhere close, depending on how the talking goes. If we can't offer the Blood Maws a betrothal, then we'll need coin, and more if we need to build housing." Then he looked at Jarn squarely. "But talking sets a bad precedent. A clan walks off and the Drakewoods come running with gifts. The others'll learn that quick enough."

    "Then we see that they don't," Jarn said. "We'll address the scarcity problem so the Black Pines and Skin Stalkers come home to livestock and a feast. It won't fix the problems overnight, but it should be a step in the right direction."

    Jarn looked around the table, from face to face, and let the quiet sit. "Anything else? Then it's settled." He pushed back his chair. "The hounds need feeding."

    With that he left the hall. Kursant excused himself soon after and climbed the narrow stair of Stonescoil to his chamber. His thoughts strayed to the red-mouthed grin of the girl the Blood Maws had offered him, and he grimaced.

    No. His future would be found elsewhere.

    ---

    This is the holding that I came up with:

    Minor Sourleaf Farm
    Type: Minor Estate Holding
    Investment: 1 Wealth
    Time: 1D6 Months
    House Fortunes Roll Bonus: +1 on House Fortunes rolls
    Special Rule (Trade Commodity): Provides a +1B (Bonus Die) on Persuasion or Bargain tests made in regional markets when trading or negotiating with merchants.

    In the future if you want to increase production you can get an upgraded holding:

    Sourleaf Plantation
    Type: Estate Wealth Holding
    Investment: 5 Wealth
    Time: 1D6+3 Months
    Resource Gain Bonus: Wealth +1
    House Fortunes Effect: Whenever you roll a House Fortune that increases your Wealth, add +1 to the gained Wealth.

    ---
    This vote is still open for a bit longer
    >>6478081

    How much wealth to spend:
    > Minimum Law investment to change fortune from -10 to -5 (14 wealth)
    > minimum +1 law (2 wealth)
    > write in

    Instructions for Skin Stalkers:
    Instructions for Black Pines:
    per >>6478081
    >>
    Meant to say that someone can roll 1D6+3 Months to see how long it’ll take for the sourleaf farm to get setup
    >>
    Rolled 6 + 3 (1d6 + 3)

    >>6478575
    Oh.
    >>
    >>6478578
    Le sigh...
    the one time I don't want a 6 on a d6.
    >>
    >>6478561
    > Minimum Law investment to change fortune from -10 to -5 (14 wealth)

    >>6478145
    +1 for the raids
    >>
    >>6477357
    >Also the timeline is like 60 years after the Dance of the Dragons
    Really? Aww crud. I saw the "You were present at the victory tourney at Lannisport after the Greyjoy Rebellion" option from >>6465141 and got hyped that the quest would be prior to Robert's Death
    Oh well
    >>
    >>6478948
    Robert Ain't born yet. Quest is around 191 AC probably since the dance ended in 131 AC. Robert was born 262 AC
    >>
    Rolled 2 (1d2)

    Roll 1d2 to tiebreak which wealth option we go with
    1. >>6478145 >Spend 2 wealth for 1 law, keep the rest to pay off the Blood Maws during negotiations.
    2. >>6478918 >Minimum Law investment to change fortune from -10 to -5 (14 wealth)

    >>6478951
    In OP's opening post it says 194AC. Blackfyre openly declares himself king in about a year and a half, so if the quest doesn't die there will be a year before houses start picking sides. A Knight of the Seven Kingdoms is around 211AC I think

    >>6478578
    Maybe its the wrong season to plant, and it takes a while to get the first harvest...
    ---

    ● Stonescoil. First month, 194 AC ●

    Dawn was breaking over the mountains, but its light had yet to reach the valley when the guerrillas assembled beneath Stonescoil's walls. The tower rose behind them, gray and square-shouldered against the mountain, its upper windows still dark. Newer towers tended to be circular, to better deflect stones hurled by catapult, but this tower had been built thousands of years ago, before that wisdom became more common.

    They gathered in silence, without ceremony or banners. The few dozen of them, dressed in mottled browns and greens, either stood quietly or checked their gear for want of something to do. Kursant walked among them, shadowcat pelt draped across his shoulders, making sure they were ready to move out as soon as his father arrived. It was a strong enough force to be taken seriously by the Blood Maws, but not one large enough to make them panic.

    They were not knights, excepting Ser Jarn and Ser Vorn, but they were just as deadly in their own way. They preferred to kill in the dark, or from an ambush rather than in a cavalry charge. They had no qualms about striking a man from behind, or striking one who was unarmed. To them, an unfair fight was how they ensured they lived to return home. Most of the men had kin in the unit: a father, an uncle or a brother standing somewhere else in the column.

    These were men Kursant's father had known since before Kursant was born, and their sons were men Kursant had known all his life. Some of the older men had been with Jarn to Dorne and back. But Jarn and Vorn rarely spoke of Dorne, so almost everything Kursant knew of that war had come from the old men.

    After a short wait, Ser Jarn Drakewood emerged from the tower with his half-brother. He appraised the gathered men and said simply "Let's get moving, men," and led them toward the old mine road. They passed by pastures and farms, and smallfolk getting ready for the day, and soon made it to the track that led up and out of the valley.

    The men walked mostly in silence, as was their habit, though a few talked quietly while they were still in safe territory.


    Who do you talk with?
    > Jarn, you talk about tourneys
    > Vorn, you talk about Yohn
    > Jarn and Vorn, you talk about the Blood Maws
    > Old men, you get them to share old war stories
    > Young men, you talk about the future
    > No one, you prefer to keep to yourself
    > Write in?
    >>
    >>6479009
    > Jarn and Vorn, you talk about the Blood Maws
    >>
    >>6479009
    > Jarn and Vorn, you talk about the Blood Maws
    >>
    >>6479009
    >Jarn and Vorn, you talk about the Blood Maws
    So what's the deal with blood soup?
    >>
    >>6479009
    >> Jarn and Vorn, you talk about the Blood Maws
    >>
    They had traveled about a mile, the farms falling away behind them, when Jarn broke the silence. "What have the scouts reported? Has anything changed?"

    "Same number of fighters, haven't lost any," Vorn said, eyes on the tree line. "The rest keep out of sight, in the mines most likely. Eighty or so women and children we reckon. They took plenty when they left," he spat, "but that many mouths go through it quick. They're fishing the lake now. Fouling it too. There's not enough up there to to feed them all, and I'd bet they know that already."

    "We can't have them fouling the water," Jarn said. "We drink it, and so do the Ruthermonts downstream."

    "Thing is," Vorn continued, "they're caught 'tween us below, and the clan that took their old land above. They can't go back and they can't stay. Way I see it, we tell them how it is, plainly, and let them choose. Gurn's wise enough to know that the only choice that doesn't end with graves is coming back."

    "Gurn wants to come back," added Kursant. "He's old, his son's dead, and he's running out of food. He'll take a fair offer if he can do it without looking weak. Problem is that the warriors listen to Torrek, not Gurn."

    "So what does Torrek want?" asked Jarn

    "Torrek wants to be chief," Vorn said flatly. "Everyone knows that."

    "He wants more than that," Kursant replied, "He wants to be above the other clan leaders, or at least first among equals. I think that's why he was pushing so hard for me or Yohn to marry his sister. When the Blood Maws first came down into the valley, they were a third of our strength. They were our main raiding force, and they were proud of it. Then the other clans came, and they became one of three. And then they became the only clan without a blood tie to us. He only started making a big deal about a betrothal with Senna after Kaelen got herself carried off by the Skin Stalkers' chief. All of a sudden his plan to tie himself to our family fell apart."

    That turned Jarn's head fully. "Torrek and Kaelen? I never heard of this."
    >>
    "It didn't seem worth discussing," Kursant admitted. "Torrek was always sniffing around Kaelen, but she was able to handle him well enough. She was never interested because she knew it was just his ambition, not love. With Gurn's son dead, the chiefship is up for grabs. If he could marry into our family it'd secure his spot when Gurn finally gives up the ghost. But when Kaelen chose someone else, he needed another way in." He shrugged. "So, first he pushed his sister onto me, then onto Yohn."

    Jarn glanced at Vorn, but Vorn said nothing, and kept scanning the trees.

    "So you think this all stems from Torrek wanting to be more than just chief of the Blood Maws?" Jarn asked.

    "That's how I see it. He's the one we need to deal with, one way or another." Kursant said. "The clan has some real grievances with the other clans, sure, but nothing they wouldn't figure out to keep trading their loot with us and keep their children fed. But Torrek's the one we need to deal with. Either he walks away from today with something that makes him stand taller, or he does something stupid."

    They continued on in silence, contemplating the meeting ahead.

    --
    Its about time we did the character gen for Kursant. How nerdy/familiar with the rule book are you all? Do you want me to just figure it out based on some "types" or do you want to min/max yourself? I've attached pics with some of the relevant options. Ask me if you don't have access to the books yourself and what to know what some options mean.

    Kursant Drakewood
    Age: 24 (Adult)
    Status: 3 (based on using 20 influence to make him an heir and also the background event where he saved his liege's life)
    Virtue: Honesty
    Vice: Arrogant

    > Build 1: Fighter (what weapon is his specialty? Sword, axe, spear?)
    > Build 2: Leader (what weapon is his specialty? Sword, axe, spear?)
    > Build 3: Write in
    Assign "Abilities" (he gets 210 xp to allocate)
    Assign "Specialties" (he gets 80 xp to allocate)
    Assign 0-4 Destiny Points for benefits
    >>
    Also an additional vote (needed to another post for a third image)

    > Assign 1 drawback from the pic
    >>
    >>6479325
    > Build 1: Fighter (Bludgeon specialty)

    Gotta be personally tough and deadly to survive and be respected in the high valleys. Plus, don't we wanna win some tourneys?
    >>
    >>6479326
    Do we still pick a drawback if we aren't doing a write-in build?
    >>
    File: IMG_7833.jpg (316 KB, 1831x1179)
    316 KB JPG
    >>6479328
    If you don’t want to pick one I’ll come up with something, but here are a couple that aren’t too crippling

    >Forgetful
    Your mind wanders, and you have problems recalling small details. Whenever you test Cunning, you must re-roll any die result of a 6 and take the second roll.

    > Flaw: Deception
    You suffer from some malady or weakness.
    When you gain this drawback, select a single ability. You take –1D on all tests involving this ability.
    E.g character flaw is that he is “transparent”, which fits with him being honest.

    > Fear: e.g Water
    You are deeply afraid of something.
    Choose one object of your fear—fire, snakes, wolves, women, and so on.
    When in the presence of the thing you fear, you take a –1D on all tests.
    Each round on your turn, roll 1d6. On a 6, you overcome your fear and
    lose this penalty for the duration of the encounter.

    Maybe Kursant almost drowned as a kid, and doesn’t like rivers/lakes/oceans


    Attached are the bludgeoning weapons. Warhammer was used in the Reynolds quest, kind of an anti knight weapon as it can reduce armor.
    >>
    >>6479348
    I'll go with...
    > Flaw: Deception
    ...since it makes perfect sense.

    And a flail sounds cool and unusual for a knight. Maybe not for one of our family's origins.
    >>
    >>6479359
    I support this!
    >>
    >>6479325
    QM I am interested in doing a write-in but I don't have the books and can't really make sense of how much XP different abilities cost, or qualities.

    I am interested in Kursant Stone-Fang being a Warg, potentially, if that's even on the table? I would settle for Night Eyes which would let him see in darkness (and in a world without electricity, that would be a huge advantage to fighting at night. If he can put out torches or candles, enemies would be fighting him blind in their castles, or in the dark woods).

    For a drawback I am actually interested in Nemesis, possibly some crazed Old Man of The Mountain or hag that hides in the forest and bedevils us, could be scary and a continuous enemy we contend with.

    For a weapon I am most drawn to a morningstar or mace, something simple.
    >>
    I've made a pastbin with a link to the rules if you are interested in going down that rabbit hole https://pastebin.com/kU3MFVgG. Otherwise if you just list thematic things then I can fairly easily build something that fits, and let people vote on some builds (or tweak it)

    >>6479359
    >>6479449
    If you want to really lean into Kursant having no poker face at all, you can actually drop an Ability from the default 2 down to 1 and gain 50 xp (which might make sense for Kursant to have terrible Deception - which covers Act, Bluff, Cheat, Disguise). All abilities are 2 by default, which is basically what any normal person would be good at. 3 is you have natural talent at being better than a normal person. 4 means you have trained at it, and so on. It really depends on my skill as a QM if I can put Kursant in positions where it would be beneficial for him to lie (and maybe just funny if someone else is lying and Kursant always looks at them in shock, giving it away). Whatever you choose I will try to make relevant, otherwise it is useless.

    >>6479488
    I'll create a couple of builds and let you choose from that, happy to include a warg one (I'd likely have him dream he was a shadowcat initially, and keep extra Destiny Points for when you do Old Gods/weirwood stuff to unlock the warg mechanics). If people vote for it I'll write it.

    I'm actually planning on making it so that Kaelen's Skin Stalker husband was able to green-see through animals when he slept, and that their unborn child will have the talent to warg, to go with anon's original idea for the Skin Stalkers. And as an FYI Jarn is a melee fighter, can ride a horse but doesn't fight from horseback. Has high hunting stats (and has an animal cohort - hounds), so basically it should be easy to tie it in warg stuff if that is what anons want, and if not it can still be relevant to the story.

    Generally as a non-knight, guerilla kind of guy I don't think Kursant will have high animal handling, mounted warfare, or use heavy armor, nor leadership/command/persuasion.
    >>
    >>6479563
    I have the rulebooks, I'm just too lazy/busy to reread them.

    Regarding dropping down to 1 for 50 XP, I say go for it. Our flaws and virtues should mean something, and we should lean into it mechanically too.
    >>
    >>6479563
    >happy to include a warg one
    Based
    >>
    Though now that I think of it, it is hilarious that we are going for an incredibly transparent, honest guy that also advocates for raiding and guerilla tactics and not making it obvious. Boy, that'll fall apart quickly the moment we get in front of someone curious if we know anything about these raids that have been plaguing the land. Maybe this is a bad idea. A more nuanced Kursant who is always honest with anyone he remotely cares about or respects, even when deception or omission would serve him better, that nonetheless can hide his families midnight activities might be better. I'm not sure.
    >>
    >>6479567
    That's why I think we should go Nemesis. An antagonist that fucks with our shit is narratively simpler and I think more engaging for this kind of story. We already have the character flaw of being arrogant, we can lean into that if we want more dimensions to our personality.
    >>
    >>6479325
    > Build 2: Leader (Spear.)

    >>6479488
    >Greensight
    Requirements: Will 5
    >Skinchanger
    Requirements: Will 5 (Dedication 3B), Warg
    >Warg
    Requirements: Will 5 (Dedication 2B), Warg Dreams
    >Warg Dreams
    Requirements: Will 4 (Dedication 1B), Animal Cohort
    >Animal Cohort
    Animal Handling 3 (Train 1B)

    Its awfully expensive and Will is an awfully Niche stat outside of sorcery/Intrigue stuff. IF you want to do it, its better to go the whole hog into magic which has been awkward historically in ASOIAF quests unless the QM homebrews.
    >>
    >>6479570
    I'd rather gain and develop a primary antagonist organically through play as we progress through the story. It'd be a shame to pass up on the Blackfyre Rebellion or something to do with house's origins as existed in the various anon's imagination when the whole 'wildman house' idea took off, or with Ruthermont and/or Donniger as the original QM wrote, rather than some spooky innawoods hag or mountain man.
    >>
    >>6479590
    Definitely I've got ideas for House Donniger to be antagonists. Its not a plot as such, just that they'll look for opportunities. Also I've got a plan for a mountain clan to be antagonistic (you've got 2 friendly and 1 wary clan, but there must be some that see you as little more than a kneeler - also if you start raiding mountain clans then there will be hostilities). The rest I just assumed would come from banditry in general. So what I'm saying is I can give you a nemesis without having to spend a DP on it. Just need to activate the Arrogant flaw on someone like if things go badly in this upcoming negotiation with Torrek then he could be a permanent thorn in your side - this stuff kinda writes itself. but that is different from a baba yaga in the woods. It should be straight forward to just decide who is in opposition to whatever Kursant wants to achieve
    >>
    >>6479567
    C'mon, it'll be hilarious the first time the raiders bring back a noble girl they kidnapped. It'll be like a cat dropping off a dead mouse on your pillow, and wanting praise. Kursant definitely won't drop his spaghetti and clue her in that the Drakewoods are behind it :)

    There is a benefit called Cohort that gives him a devoted ally. So could make a best friend who is a quick talker while Kursant stands there with a dumb look on his face.

    Whatever you choose I'm going to try to make it cool, otherwise its boring playing/writing. Whether I'm successful in making it cool is a different matter.
    >>
    >>6479600
    Sure, as long as we aren't so crippled as to instantly make any raiding we do a suicide button. Flaws need weight and to matter, but if they snarl something up so badly to the point where it brings into question how we even progress or even managed to live this long, then it doesn't work.
    >>
    Ok, I've got these options (happy to further nit pick though, don't feel locked in if you want a slight adjustment). I've marked in green where a particular build is better than others in a stat (but leadership and warg have different benefits obviously)

    > A: Warhammer Killer (Min/Max'd as a melee fighter)
    Does one thing really well (killing) and everything else is mediocre
    > B: Balanced Bandit (Mace/Shield/Hunting Bow)
    More versatile for outdoors fighting/scouting
    > C: Spear Captain (from >>6479577)
    Better at persuading/leading and has loyal followers
    > D: Warg
    Stats ready to become a Skinchanger by spending Destiny Points to unlock later steps (will need to do some narrative stuff)
    > E: Write in

    And obviously as the game goes and Kursant does stuff he'll get XP to become more rounded/specialized

    And then vote for a Drawback I didn't include the suggestion about dropping Deception down to 1 for extra XP in the pictured stats, but feel free to push back if you really want it and can convince other anons

    > Nemesis
    > Forgetful
    > Fear (Water)
    > Flaw (Deception)
    > Fear (specify)
    > Flaw (specify)
    > Flaw write in (from the earlier pic)
    >>
    >>6479922
    >D: Warg
    Fuck it
    I'll go for Warg
    >Nemesis
    Flavor it however you like, but this bastard needs to be big problems on the regular, not someone easy for us to nail. Might genuinely be good for it to be a far-flung noble that meddles from a distance and we can't just smash with a rock.
    >>
    >>6479922
    >> C: Spear Captain
    I was toying with a hunter but a leader is good too and I don't have the energy to make it myself.

    > Nemesis
    Kidnapped wife/equivelant of Saltwife for mountain men
    >>
    >>6479922
    > B: Balanced Bandit (Mace/Shield/Hunting Bow)

    Hmm, not really minmaxed, but it fits with the type of troops we have and the fighting culture we grew up in. I remember there being a Stormlander quest that a QM flaked on when we were about to lose a duel because QM gave us a mediocre statline, bo1 rolls, and for some reason no one in our army was helping us despite there being battle all around us while we duelled the enemy leader. A potentially bad sign for not choosing a minmaxed build. Still, this has a decent mix.

    > Flaw (Deception)

    Unless >>6479449 changed their mind, they also already voted to support this.
    >>
    >>6479922
    I'd go for warhammer killer if it would make this a 4 way tie.
    > B: Balanced Bandit (Mace/Shield/Hunting Bow)

    Flaw
    > Flaw (Deception)
    >>
    >>6479922
    > C: Spear Captain

    Cause Spears are the best and its the only one that stars us with persuasion , warfare, and command and tactics. We will be a lord, even if we're also a mountain man

    > Nemesis
    >>
    >>6479922
    >> B: Balanced Bandit (Mace/Shield/Hunting Bow)

    > Nemesis
    >>
    It looks like > Nemesis is the winner for drawback

    But it’s a couple of 1 post IDs that have put the balanced option as the winner. It’d help if those anons could link back to a previous vote. I’ll leave it open for a bit longer however.
    >>
    >>6480107
    what would linking back to a previous vote even do? some of us just got here.
    >>
    >>6480107
    Yeah I travel a lot :( I have a sex addiction
    >>
    >>6480107
    >>6479449

    This is me
    >>
    >>6480107
    On one hand I get the anti-samefag idea, on the other I don't see the current level of activity needing it unless you get like a 200% increase in votes.

    at the end of the day you do you though.
    >>
    >>6480181
    See it's me
    >>
    >>6479922
    > A: Warhammer Killer (Min/Max'd as a melee fighter)
    If I recall correctly fighting is deadly as fuck and a superior fighter just demolishes everyone else unless you are willing to use a meatgrinder to wear him down. Plus I would rather marry a warg.

    > Nemesis
    Better for the QM and narrative.
    >>
    I'm not going to (you) everyone but I was thinking that participation is low enough that most voters should be regulars, so it is suss to have 1 vote ids that don't even put extra comments or justification. Genuinely surprised there are new voters considering how slow qst is these days.

    But I'm not pretentious enough to make everyone prove who they are. I think the Reynold quest died because someone was bragging about samefagging a vote.

    >>6480219
    >fighting is deadly as fuck
    >>6479950
    >we were about to lose a duel because QM gave us a mediocre statline

    I think the reality (as real as you can get in a fanfic) is that Kursant isn't a knight and isn't a dueler, and spent his life being a mountain boy. So he probably would have some all rounder survivalist skills, but yeah, he should increase his stats before trying to 1v1 knights in shining armor

    Anyway I'll lock in;
    > B: Balanced Bandit (Mace/Shield/Hunting Bow)
    > Nemesis

    I thought being an irrelevant landed knight household, and the MC not even being a knight, but someone who follows the Old Gods was already hard mode. House Drakewood has no friends, not even on good terms with their liege. The best you could hope for is indifference. Having a nemesis that is actively working against you will crank it up to hardcore mode I think. I've got something in mind, hopefully you come to hate them.
    >>
    >>6480229
    Knights are a LOT less deadly when you have a can opener for a weapon. The game is designed such that it massively favors heavy armour, superior fighting skills, and armour piercing. Which desu IS fair to reality. There is a damned good reason the historic mainstays were heavy armour and can openers unless you were those cheating ass horse archers. Too bad they were also fucking expensive.

    Say what you want about how unbalanced the fighting is but it does at least tries to follow reality. Good and bad. A knight can easily tank a lot of damage if you aren't using the right weapon and the Old Gods save you if said knight has enough brains to realize that swords are shit.
    >>
    >>6480233
    >The game is designed such that it massively favors heavy armour, superior fighting skills, and armour piercing.

    Speaking of the game system, I highly encourage not OP to limit the skill cap to 5 as that seems to be where things start to spiral out of control with any given skill being remotely restrained.
    >>
    The lake came into view a little before midday, a long sheet of gray water cupped between the shoulders of the mountain. As they drew closer, the smell reached them first, woodsmoke and fish guts rotting on the shore. Then they saw the drying racks along the water's edge, and a few sentries who clearly wanted to be seen.

    Vorn leaned close to Jarn and kept his voice low. "My men have been up here since before dawn. They'll have eyes on whoever is trying to stay hidden."

    Jarn nodded, and they continued onward. As they headed toward the old mines, they found about two dozen warriors waiting for them. They were dressed in mismatched furs and scavenged mail and had stopped in the middle of the track. They didn't quite block it, but they stood where the Drakewood men would have to walk around them, or through them. The man at their head was young, broad through the chest, and carried a long-hafted axe across his shoulders.

    "Torrek." Jarn's tone was mild, almost friendly. "I've come to speak with Gurn." Kursant had seen his father punish men for less than barring his way on Drakewood land, but Jarn had listened on the march and meant to treat Torrek as someone who mattered.

    "Have you?" Torrek let the axe slide from his shoulders and planted its head on the ground, leaning on the haft. "Gurn's busy. But you can tell me what you want. I'll go and ask if he wants to see you."

    A murmur went through the Blood Maw warriors, and a few of them grinned red grins at one another.


    What do you do?
    > [Charm] Agree to wait, and invite Torrek to stay and talk with you while Gurn is fetched [Arrogant penalty].
    > [Convince] Tell Torrek that running messages is beneath a war leader, and ask him to escort you instead so you can talk on the way.
    > [Intimidate] Declare that these are Drakewood lands, and you will go where you please, when you please.
    > [Taunt] Goad Torrek into doing something rash in front of his own men [Arrogant bonus].
    > [Incite] Speak past Torrek to his warriors, and ask whether Gurn still leads the Blood Maws, or Torrek does [Arrogant bonus].
    > Stay silent and let your father handle it.
    > Write in
    >>
    >>6480251
    > [Incite] Speak past Torrek to his warriors, and ask whether Gurn still leads the Blood Maws, or Torrek does [Arrogant bonus].
    >>
    >>6480251
    > [Convince] Tell Torrek that running messages is beneath a war leader, and ask him to escort you instead so you can talk on the way.

    It's a reasonable ask and he gets to talk to the important people on his own merit too. As for negotiations, I personally wanna play into the honest and arrogant bit and just tell him how it is gonna be as we see it. No marriage, no coin (we have none now), they'll get some land, if they want first among equals status then they have to earn it, etc. Jarn can play the good cop to our brash arrogance.

    Pretty sure talk past him to his warriors just gets them biting that bullet and acknowledging him as leader, since they prefer to listen to him in the first place. Still, if we were to undermine him it would begin by asking if their future comes first, or the whims and desires of Torrek. Are they willing to throw away a deal so Torrek can be chief and his sister a lady?
    >>
    >>6480251
    >[Incite] Speak past Torrek to his warriors, and ask whether Gurn still leads the Blood Maws, or Torrek does [Arrogant bonus].
    >>
    >>6480251
    >> [Convince] Tell Torrek that running messages is beneath a war leader, and ask him to escort you instead so you can talk on the way.
    >>
    Rolled 1 (1d2)

    1 for Incite, 2 for Convince
    >>
    Alright Kursant has base 2 for Persuasion skill, so it'll be 2d6 +1B (for arrogant, which is situational here) to try to turn Torrek's men against him (which is something they're not inclined to do).
    Can someone roll 3d6 (and drop the worst) trying to get >=9.
    >>
    Rolled 4, 3, 2 = 9 (3d6)

    >>6480609
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