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  • File : 1260438492.jpg-(385 KB, 1037x1509, LordBlackadder.jpg)
    385 KB Lord Quest Quest Lord 12/10/09(Thu)04:48 No.7073593  
    You are Thomas Green, second son son of Lord Jackson Green. As a second son, you were in training to become a knight, until your uncle, Lord of Andorder Keep in the Lay of Teajy, dies from an infected wound inflicted whilst Troll Hunting. Unexpectedly you inherit his land, as he himself a second son, bequeathed it to you on his deathbed. You travel to Teajy, a small lay on the western side of Erondia and arrive to find a dilapidated keep, with a mere 50 peasants, 5 men-at arms and 4 "advisors".

    Land Assets:
    - 25 plots of turnips.
    - 10 goats
    - Lord’s Forrest, with plentiful deer, rabbits and boars.

    People Assets:
    - 50 peasants
    - 4 Men-at-arms
    - 1 Men-at-arms Sherrif

    - Leold: Your uncle's hunting buddy and friend.
    - Smyatt: Accountant, merchant and general mannager of the place. Did most of the day-to-day running under your uncle.
    - Sir Peter Doobs: Hedge Knight, in service of your uncle. Your cousin, of much lower rank. Newly knighted by your uncle on his deathbed, was uncle's squire before that.
    - Erik: Your oldest (bastard) uncle. Was a scholar for most his life, after being exiled from the priesthood for insufficient devotion. Speaks many languages.

    You are now Minor Nobility, and ambitiously have decided to increase your holdings. But first you must repair your hold and create some wealth for yourself.

    The locals know very little of the land surrounding Teajy. To the East is Erondia, the (much larger) nation of your birth. To the west is the troll swamps. The north is uninhabited stoney and poor farmland. And to the south is the Lay of Seakay.

    Janus: You arrive, and are coroneted in a rather unimportant ceremony. Smyatt asks how you wish to organise your peasants. (Each plot of turnips gives half a unit of food each month, and required one peasant to work. One unit of food feeds five for a month. Goats need one goatherd for every 10 goats, can be milked, sold or slaughtered.)
    >> Anonymous 12/10/09(Thu)04:50 No.7073615
    Would this dilapidated keep happen to have a maid?
    >> Anonymous 12/10/09(Thu)04:53 No.7073631
    Convert all Peasants to Men-at-Arms, Burn down troll swamps.
    >> Anonymous 12/10/09(Thu)04:54 No.7073639
    I marry my cousin and die of syphilis.
    >> Quest Lord 12/10/09(Thu)04:58 No.7073667
    There is a young peasant girl which does the cleaning. However she is hidious and has a few swamp diseases. Which is why she isn't working the fields.
    You're lacking in weapons. You can conscript them as militia, and have them use their tools as weapons though.

    Unfortunately, neither you or he is gay, and gay marriage isn't an option that any priest in these lands agrees with.
    >> Anonymous 12/10/09(Thu)04:59 No.7073671
    Okay then, I just die of syphilis.
    >> Quest Lord 12/10/09(Thu)05:02 No.7073694
    Unfortunately you don't have syphilis. Also, choo-choo ignoring you.
    >> Anonymous 12/10/09(Thu)05:02 No.7073695
    It appears we will need to raid nearby villages for more becoming maids.
    >> Anonymous 12/10/09(Thu)05:04 No.7073708
    Ok, then...

    What does Leold know about the Troll swamps? IN the meantime, set my villagers to work on the turnips and start aggressively breeding goats.

    Also, what do we have in the Keep Coffers?
    >> Anonymous 12/10/09(Thu)05:06 No.7073728
    First things first, we need moar peasants. To that end, 35 of them are going to work the turnips and tend to the goats. 10 Will chop down some trees and restore the keep and the village. 5 will hunt. After giving those orders, I'll have a talk with Smyatt regarding the state of things. As in how much land can be gained from clearing the forest, while still retaining enough trees for a decent wood supply. Also, trade. All we have is goats, turnips, wood and game. We need to diversify.
    >> Anonymous 12/10/09(Thu)05:06 No.7073730
    enough of this shit. i ask to be transformed into the little girl, and live my life happily ever after.
    >> Anonymous 12/10/09(Thu)05:06 No.7073731
    I immediately set out to acquire syphilis.

    After laying with the local brothel girls, I plan to wait thirty years for the bacteria to eat my brain.
    >> Quest Lord 12/10/09(Thu)05:07 No.7073745
    Sure. Seakay is made largely of undeveleoped villages, with the central keep several days ride away. Raid with 5 men-at-arms + How many Militia?

    Since you seemed uninterested, Smyatt ordered the Peasants thusly:
    25 gathering turnips
    1 herding goats
    1 ugly maid
    23 unassigned
    >> Anonymous 12/10/09(Thu)05:07 No.7073746
    Also how are my defenses, as in are there any fortifications besides the keep? If no, build at least a stockade around it, encompassing the most important buildings.
    >> Anonymous 12/10/09(Thu)05:11 No.7073786
    Important. Acquire a pet white mouse. Dub it Sir Pinky.
    >> Anonymous 12/10/09(Thu)05:13 No.7073802
    Build a vespene gas extractor
    >> Anonymous 12/10/09(Thu)05:14 No.7073810
    Alas, thou must erect additional pylons.
    >> Anonymous 12/10/09(Thu)05:14 No.7073815
    I have a cunning plan...
    >> Quest Lord 12/10/09(Thu)05:14 No.7073816
    Leold tells that the trolls generally stay inside the swamps, and are fairly dangerous in groups. Lone trolls can be hunted and scalped for bounty.

    The keep coffers are all but bare, with very little money. You brought 5 gold pounds (a decent sum) and your personal belongings.

    New allocation Febus:
    35 working turnips:
    - 10 new plots of turnips planted
    - 12.5 food yield for first month.

    10 chopping down trees in forest, gathering 50 units of lumber in the month.

    5 hunting, gathering 5 units of venison.


    The woods are large, and take up most of your land. You need not worry about retaining trees for a time yet.

    Trade: What would you like to look into?

    Defences are poor, only the run down keep. How many peasants do you want to allocate to the stockade in the new month?
    >> Quest Lord 12/10/09(Thu)05:19 No.7073855

    You find a mouse in the keep walls, and name it Sir Pinky. You feed it and it soon happily adjusts to living in your room.

    And this cunning plan wouldn't happen to only be the most monumental waste of time since Lord Smythesdale lead the entire court and army on a wild goose chase, hunting the legendary and fictional red goose of Angincourt?
    >> Anonymous 12/10/09(Thu)05:20 No.7073864
    How is the village & keep restoration effort?
    Anyway, new allocation : 25 turnips, 1 goats, 4 hunting. 20 peasants go about improving the settlement, including building a stockade.
    As for trade. We need some more sources of food, including luxry foodstuffs. So, I need to buy some seeds, and cattle. Also, the north. Can I, say, herd sheep or goats in those lands? If so, how do I go about claming them? Then, I send some heralds, offering one year free of tithes to every family that settles in my land. Also, get my folks to basic combat training. As in spears. Two hours each friday.
    >> Quest Lord 12/10/09(Thu)05:21 No.7073869
    You also talk to it of world domination ambitions, when you are sure no-one is listening.
    >> Anonymous 12/10/09(Thu)05:26 No.7073902
    I think archery would be better suited for the peasants rather than spears. Any idiot can stab something with a spear. What we want is to not have to wait to stab said something.
    >> Anonymous 12/10/09(Thu)05:29 No.7073926
    Its mostly so they can kill a troll if one shows up Spear are sufficient for this task. The reason for spears ofre bows is just that: any idiot can stab something with a spear. Less training required. Archers we shall have, but not yet. Agreed?
    >> Anonymous 12/10/09(Thu)05:30 No.7073935
    over* cat on the keyboard. not good.
    >> Quest Lord 12/10/09(Thu)05:31 No.7073944
    The village is in good shape, for a peasant village. It is focused mainly on growing turnips, and has very little other infrastructure.

    25 turnips:
    12.5 units of food produced, 10 plots of turnips go to weed.
    1 goats.
    4 hunting
    20 peasants building:

    A crude stockade is build by the end of febus, and general repairs make the keep (mostly) free of serious leaks in the livable areas. Half of the keep is still but ruins.

    You have 5 gold pounds, cattle are 5 silver dollars a head. A gold pound is 10 silver dollars. How many head to buy?

    Seakay can sell you many different foodstuffs: Rice, Corn, Maize, Barley, Rye, Oats, Pumpkins, Potatoes, Tomatoes. You can plant 5 plots with a silver dollars worth of seeds, note that most food does not keep long, and either does seeds.

    > Also, the north. Can I, say, herd sheep or goats in those lands? If so, how do I go about claming them?

    Yes, goats and sheep would live well there. They are unclaimed, take them and they are yours.

    Your peasants all have their milita strength increased to 2 by their training.
    10 new peasants grow of useful age, 5 die. 51peasants in the new month.
    4 peasants become Hunters, and have h until ability increased to 1.5.

    Month: March
    >> Anonymous 12/10/09(Thu)05:32 No.7073948
    Fair enough. Speaking of Trolls... how sturdy are they, anyways? Could we perhaps use them for more than bounties?

    I suggest we try and tame one.
    >> Quest Lord 12/10/09(Thu)05:34 No.7073965
    Your hunters use crude snares and bows. They are slowly becoming competent bowman at short range.

    Also, forgot above. You have 25 units of wood remaining from the other month.
    >> Quest Lord 12/10/09(Thu)05:38 No.7073991
    You hear reports from your Hunters that Trolls are congregating within the forest in large numbers. They are clearly drawn to a food source, namely humans and their livestock.
    >> Quest Lord 12/10/09(Thu)05:40 No.7074006
    Trolls are crude and cunning, if un-intelligent and generally aggressive. They range in size, the smaller ones are smarter and use simple weapons, and are roughly 5 feet tall. The tallest ones are 15 feet high monsters, but are little more then animals. The trolls use the larger ones as a mix between war animals and beasts of burden. In their home swamps they are formidable, but at the boundaries of the swamps, where many of them lurk, they are less fearsome, and can be run down on horseback. Alas, when your uncle was wounded, his and Leold's horses escaped, likely caught and eaten by trolls.

    Hunting trolls on foot is often a dangerous enterprise, even moreso then on horseback. You however are well trained with most weapons, and have in your posession a bastard sword, knife, half a dozen lances, and chain vest.
    >> Anonymous 12/10/09(Thu)05:42 No.7074022
    Trolls eh, tell me, what kind of swamp are dealing with here, wouldn't be a peat bog by any chance?
    >> Quest Lord 12/10/09(Thu)05:43 No.7074028
    Not me, maybe I need a tripcode. How does I can do get one?

    Trolls generally don't congregate beyond small bands of half a dozen or so, as they tend to squabble and infight. However troll bands outside the swamps are beocming more common, hence the bounty placed upon them. It can be claimed at Triv, an Erondian town not far from your lay, Eastwards.
    >> Anonymous 12/10/09(Thu)05:44 No.7074040
    With this knowledge, I suggest we lure the congregating trolls out of the wood and have the hunters set up traps for them.
    >> Anonymous 12/10/09(Thu)05:45 No.7074041
    Type: Quest Lord##<insert a password here.>

    Do not type brackets
    >> Anonymous 12/10/09(Thu)05:45 No.7074043
    We would need some decent soldiers first, in case this proves impossible.
    So, we have 50 silver: five heads of cattle, move a peasant from building to herding, also begin breeding both cattle and goats. Only use them for milk, do not slaughter enything yet. One silver goes to rice, as do five peasants form the building effor. Also: religion and magic in the setting. What's the most popular religion? Does magic exist, aside from trolls? What can you do with it. Next order of business, we build some facilities: a decent granary and a smoking house.
    >> Quest Lord 12/10/09(Thu)05:47 No.7074053
    You don't know one swamp from another, but Eirk claims that it indeed a peat bog. This means little to you.

    Also, the swamps are largely separate from the forest, and thus trolls are rarely but occasionally seen in the forest. They tend to shun areas with people due to a mutual dislike and violence. Although brave trolls occasionally raid and take livestock or lone peasants, they are too outnumbered to gather for more then this.
    >> Anonymous 12/10/09(Thu)05:49 No.7074073
    If that means little to us, we should hang out drinking with peasants for a few weeks, until one of them happens to mention the time the bog burned.
    >> Anonymous 12/10/09(Thu)05:49 No.7074074
    How many units of food does each cow/goat provide? What else can we make from it?

    How much land do we actually possess including the woods using the turnip fields as a standard.

    How many people live in Seakay? Do they have a Lord of their own? Do they wish to join your glorious expansion?
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)05:54 No.7074108
    Testing Tripcode.

    One about them gathering in the forest wasn't me.

    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)06:04 No.7074176
    - More goats born: 2 Kids.
    - 10 peasants arrive from Seakay and Surrounding Erondia. No births or deaths this month.
    61 peasants:

    - 2 peasants herding goats (10 goats plus 2 kids)
    - 1 peasant herding cattle (4 cows, 1 bull?)
    - 25 peasants on turnips
    - 10 peasants on rice (2/plot)
    - 23 builders start a grainery

    4 hunters: hunting. Gather

    You spend your evenings drinking turnip scumble with the Peasants.
    You learn:
    - Turnip Scumble is strong liqueur and does not agree with you
    - Last time the peat burnt it drove the trolls out, and they pillaged the surrounding lands. The trolls showed more co-ordination then usual in this event. It was a massive fire, and burnt stumps still scatter the surrounding areas.
    - Peasants approval for lord: +1. Word spreads that you are a kind lord, and not high and mighty.

    Butchering or milk?

    Each animal creates 1/5th of a unit of milk/month, can be converted to an equal amount of cheese (food). Alternatively can be butchered for 1 unit of meat and leather per goat, and 5 each per head of cattle. Less for immature animals. Also they can be used as draught animals with carts, etc. This will cause them not to be milked.

    You are not sure of the exact bounderies of Teajy, only that the river marks your boundry with Seakay and the northward road with True Erondia. Seakay has their own lord, and for the most part the peasants there are happy.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)06:05 No.7074187
    Hunters: Gather 6 units of venison.*

    Happy with this allocation for April?
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)06:09 No.7074215
    Oh forgot to mention, magic is generally rare, with few pracicioners with the born ability, and some who learn it. Sorcerers only take the richest patron's sons or most promising students as apprentices. Fantasy setting one I have made for other uses, expect most things, but at the same time they're not everywhere. Erondia, and the Border-kingdoms (unofficial Erondian kingdoms, ruled by minor nobility, no taxes) are largely human populated.
    >> Anonymous 12/10/09(Thu)06:10 No.7074226
    Mostly. Again, Religion and magic? Also, we will need a medic, maybe a priest, as long as religion will not intrude too much.
    >> Anonymous 12/10/09(Thu)06:11 No.7074233
    I hereby declare that we refer to hedge knight cousin as DOOOOOOBS from now on.
    >> Anonymous 12/10/09(Thu)06:16 No.7074274

    Use the ten new peasants to cut down trees and repeat the same as we did last month ( minus the buying).
    >> Anonymous 12/10/09(Thu)06:17 No.7074287
    Good. How does one go about acquiring a resident mage? It's a long term goal, but we'll have to work for that. Also: stone. Do we need to buy that, or can we set up a quarry of our own? Other than that, proceed. We'll need a sizable amout of peasants, and a good, steady food supply before doing anything serious.
    How good are our men-at-arms?
    >> Anonymous 12/10/09(Thu)06:18 No.7074293
    I think it is time to arrange diplomatic relations. Let's send an optimistic letter to the lord of Seakay and try to arrange a personal meeting for us two lords.
    >> Anonymous 12/10/09(Thu)06:21 No.7074315

    At th moment I think a mage is outside our capabilities. We should focus on getting our shit in order and stockpiling weapons and making a small army.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)06:24 No.7074335
    Pagan, largely non intrusive. Peasants pray to a collection of minor gods to do with harvest and weather. You and Leold are both 'Byron' men. Byron being an easygoing god who demands little obedience and brings good luck in hunting, battle and general rough endeavours.

    Priests are often the healers, particularly priests of healing gods, such as Exidaid. Send word that a position for a priest of Exidaid exists? In return for being fed (vow of poverty) they will look after your people happily.

    Leold and you take heartily to this deceleration, calling him loudly from all quarters at odd hours. "DOOOOOOOOOOOOOOOOBS!"

    Job allocations at start of April:
    - 2 peasants herding goats (10 goats plus 2 kids)
    9 nanny's and one billy. Create 1.8 units of milk.
    - 1 peasant herding cattle (4 cows, 1 bull)
    One cow has been impregnated.
    - 25 peasants on turnips (12.5 units of food)
    - 10 peasants on rice (2/plot)
    - 23 builders start a grainery
    - 4 New peasants and a game hunter arrive from the surorunds, what jobs will you allocate them.

    4 hunters: hunting. Gather 9 units of venision. Good hunt.

    A dwarven trader by the name of Urist comes by the town, selling Suncap Mushrooms, a variety of mushroom that grows happy on the land. 1 silver for 10 plots worth will net you 2food/plot, harvestable every month. He has 5 silver worth in stock.

    Smyatt wishes to haggle with him. If you agree, roll a d10. Otherwise price is as stated.
    >> Anonymous 12/10/09(Thu)06:24 No.7074341
    Start looking into trade - is there anything in which we can reasonably build up a surplus? Lumber, perhaps?

    Are there any market towns nearby? If not, declare a regular market day, depending on the state of trade in the region. Encourage merchants from surrounding regions to come and trade their wares. Depending on price, maybe put a few pennies towards hiring tumblers, jugglers or other entertainers for the amusement of visitors and locals alike.
    >> Anonymous 12/10/09(Thu)06:25 No.7074344
    On the thought of defences, we can't burn the entire bog, because that makes the trolls antsy, but could we at least cut some of the peat from the bog to use as the basis for flammable catapult munitions and pots of fire to drop from the walls of the keep?
    >> Anonymous 12/10/09(Thu)06:25 No.7074348
    How widely available is this turnip scumble, could we perhaps refine it and export it to other lands for profit?
    >> Anonymous 12/10/09(Thu)06:29 No.7074373

    Also, it's a very useful fuel source and can help improve the soil for farming. Putting a few peasants towards peat-harvesting might not be a bad idea, as long as it doesn't put them at risk of troll attack.
    >> Anonymous 12/10/09(Thu)06:30 No.7074376
    Send word for the priest.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)06:32 No.7074397
    Journeyman mages wonder around, honing their skills and offer their services for food and a little money if they're nearby. They won't stay long unless you can find something to interest them with.

    Full magus are rare and expencive, and generally are hired by the crown or by richer lords. Out of your leage for a fair while, unless you find something that they're interested in (unlikely)

    Stone can be quarried in the northern parts of newly expanded Teajy. It can also be bought, but is prohibitively expensive at this time.

    You duel some of the men-at-arms and find that they are capable of handling brigands or theives, but ill prepared for serious fights. You and leold are capable of disarming all 5 of them of their short swords. However with their spears they are somewhat better, and far superior to your peasants.

    Letter sent. Lord Sheff of Seakay's reply will come at the end of the month.
    >> Anonymous 12/10/09(Thu)06:33 No.7074409
    Allocate new peasants to renovating the town and making us more hospitable to outside trade. Move the game hunter in with the other four hunters.
    >> Anonymous 12/10/09(Thu)06:33 No.7074410
    4 new peasants join the builders, the hunter goes hunting, obviously, but also we ask him to teach the other hunters as much as he can. Also, he joins the weekly combat drills and will instruct our people in basic archery.
    >> Anonymous 12/10/09(Thu)06:34 No.7074416
    If stone is prohibitively expensive could we open a quarry and use it as a trade good?
    >> Anonymous 12/10/09(Thu)06:34 No.7074420
    Also, and again if the haggling goes well, ask him about maybe providing some crossbows or bits of aromour for our militia.
    We don't have armourers of our own yet, right?
    >> Anonymous 12/10/09(Thu)06:35 No.7074425
    Also, what can a journeyman sorcerer do do help our community?
    >> Anonymous 12/10/09(Thu)06:35 No.7074426
    Explore the nearby territory for an ancient viking graveyard. Conduct an evil ritual and become possessed by the spirit of an awesome viking ghost.
    >> Anonymous 12/10/09(Thu)06:36 No.7074428
    Send the game hunter to work with the other hunters, asking that he teach the hunters we have at the moment any tricks of the trade, but ensuring that he does not go overboard and become gloating. Send the 4 peasants to start on plots for the suncap mushrooms that we will buy 20 plots worth of. If the granary is completed soon, have some of them help make the plots with the new peasants. Enough that it will be done by the end of the month. Barring that, next month they will help.
    >> Anonymous 12/10/09(Thu)06:37 No.7074436
    Almost forgot to ask our advisors what they know about this Lord Sheff.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)06:38 No.7074441
    Sure, one unit of peat will take a peasant 2 days to gather, thanks to travel time.

    Widely available, it is the drink of choice of most peasants in the area.

    First person to roll a d10 on board will have that roll as the haggle roll.

    Troll attack is a risk, but at the edge of the swamps it is a minor one. The trolls will generally go after peasants, but not well armed men.

    Word sent. Expect one to move in next month.
    >> Anonymous 12/10/09(Thu)06:40 No.7074452
    rolled 7 = 7

    Despite personally not wanting to haggle, there seems to be at least one person with the intent to shortchange this dorf, so I will do it.
    >> Anonymous 12/10/09(Thu)06:41 No.7074462
    YES! Now we just need to know if we were trying to roll high or low.
    >> Anonymous 12/10/09(Thu)06:41 No.7074463
    rolled 4 = 4

    What exactly can we do with 1 unit of peat? I suggest if we start gathering it, we send 2 men-at-arms armed with spears with each peasant harvesting peat. As we get bigger, we might want to build a separate camp there.
    >> Anonymous 12/10/09(Thu)06:43 No.7074473
    Have Erik take a survey of the surrounding lands, make maps, and look into agricultural stuff to earn his keep. Ideally he'll be able to identify which regions of our domain will support which crops or livestock, and then coordinate with Smyatt to draw up planting and harvesting schedules to make a more effective use of our manpower.

    Diversifying our crops will be important, as we don't want to gamble everything on a single crop that could wipe us out with a poor harvest.
    >> Anonymous 12/10/09(Thu)06:44 No.7074493
    This is a good point. We should be focusing on having a decent crop rotation anyway to maintain healthy soil. Having a variety of crops will mean less fallow land when we expand.
    >> Anonymous 12/10/09(Thu)06:44 No.7074494
    Use it as fuel or export it. I wouldn't recommend using it for munitions just yet, we'd be better off making money from peat trading and hiring a few more competent guards.

    Can we go off on an expedition or something? This is a magical world so their must be some magical ruins or lootable barrows or shit somewhere nearby. Some genuinely valuable shit would give us a nice cash injection, or we could give it to the king or our sovereign lord and get some favour points.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)06:47 No.7074507
    Sure. However your peasants have no experiance quarrying. Yet.

    Correct. He says he can buy some, and depending on how trade goes may return soon.

    He is a peaceful lord with an army much bigger then yours. However it is ill trained, as he lives in a safe land. His towns are scattered across Seakay, and his port towns in the south are fishing villages.

    The lord himself is a portly easygoing man.

    No viking graveyard. Peasant graveyard is available, but you don't know any rituals.

    Depends on how much he knows and in what disciplines. Each journeyman will generally focus on a narrow discipline and master it before applying to become a master of his 'trade'.
    >> Anonymous 12/10/09(Thu)06:47 No.7074510
    Or if we find a magical artifact we could attract a mage who would stay to study it. Though now is a poor time to adventure.
    >> Anonymous 12/10/09(Thu)06:50 No.7074525
    Is it? We've got a bunch of tasks queued up - wait for the priest to arrive, have some survey the land, improve the village, wait on the merchant, collect peat. Let's slot in something for glory while we're waiting.
    >> Anonymous 12/10/09(Thu)06:50 No.7074531
    That's right, that might help attract mages who stay for a while.
    >> Anonymous 12/10/09(Thu)06:51 No.7074538

    With regard to obtaining rock, one option is to try clearing some of the land of stones to make it easier to plant things. Designate a plot of land, peasants with picks and hoes move in and break up the ground. Children or otherwise idle peasants collect the stones and pile them on to side of the field, where they can then be used to make drystone walls or whatever.
    >> Anonymous 12/10/09(Thu)06:51 No.7074539
    It seems like quarrying would be the best economic task for our peasants. It provides a trade good and much needed stone for internal use.

    What do you think, /tg/, expand into the stone industry? We might even be able to attract some masons once word spreads about our resources.
    >> Anonymous 12/10/09(Thu)06:52 No.7074543

    No better way to gain experience in quarrying than to learn from the experts. I say we take five peasants from the builders and send them to the nearest mason's guild, with a silver dollar each, and try to apprentice for a month or two.
    >> Anonymous 12/10/09(Thu)06:52 No.7074544
    Seems like a fine proposition.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)06:53 No.7074547
    High roll is bad here. You don't manage to talk him down, but he isn't offended. Buy 5 silver worth still?

    A unit of peat can be sold for half a silver. Alternatively, can be used to help fallow fields recover more or as fuel for fires.

    Sure, he takes one man at arms with him and begins.
    >> Anonymous 12/10/09(Thu)06:54 No.7074552
    Let's use 5 silver to hire a skilled mason for a few months and have him teach on-site, instead. We can assign 3 peasants to permanently learn from him, becoming decently competent themselves and rotate in another 15 or so on shifts to pick up the basics.
    >> Anonymous 12/10/09(Thu)06:54 No.7074553
    Buy 5 silvers worth, remember to remind him to tell his friends about our village.
    >> Anonymous 12/10/09(Thu)06:54 No.7074559
    Agreed, that's a much better idea.
    >> Anonymous 12/10/09(Thu)06:55 No.7074562
    Promise him an extra silver if he gets 3 more merchants to visit.
    >> Anonymous 12/10/09(Thu)06:56 No.7074569

    >>A unit of peat can be sold for half a silver.

    Four peasant-days for a silver coin? How does that compare to quarrying, for instance?

    Another project to add to the list is roadbuilding - if we're going to be exporting rock, we need to be able to get it from one place to another. For that we need roads, and potentially wagons and draught animals too.
    >> Anonymous 12/10/09(Thu)06:57 No.7074577
    It probably has quite high start-up costs to begin quarrying, though.

    Maybe we should send 5 peasants with 2 men-at-arms to collect peat? That's 7 and half a silver every week, assuming they get one day off.
    >> Anonymous 12/10/09(Thu)06:57 No.7074578

    Do all three, we have sufficient funds.
    >> Anonymous 12/10/09(Thu)06:59 No.7074592
    Also we clearly have to promote the most competent peasant in the village to be our lackey, given the OP's choice of image.
    >> Anonymous 12/10/09(Thu)06:59 No.7074593
    rolled 10 = 10

    Hey, no pyramid schemes!
    Mason is good, but we do need a quarrying expert. Quarrier? Is that even a word?
    >> Anonymous 12/10/09(Thu)07:01 No.7074606
    I just assumed it would fall into their career, but if we need to get a miner or quarryer or whatever, then that's what we get.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)07:02 No.7074610
    Arpil Over May Begins:

    70 peasants:

    - 2 peasants herding goats (10 goats plus 2 kids)
    - 1 peasant herding cattle (4 cows, 1 bull?)
    - 25 peasants on turnips
    - 10 peasants on rice (2/plot)
    - 23 building a grainery 23% done
    - 4 peasants renovating town
    - 10 new peasants. 7 local come of age, 3 come from seakay. Allocate where?

    5 hunters: hunting. Gather 10 units of venison

    PROMOTIONS: New hunter teaches some tricks to other hunters, each hunt at x2 units.

    Wood remaining – 5. Low on wood.

    5 silver of Suncaps aquired. 50 plots of suncaps aquired. Can be stored for up to 3 months before planting, or can be eaten if needed. (50 units food) no need yet.

    Letter from lord Sheff states that he will come at the end of the month. He looks forward to hunting the estate. Smyatt notes the keep is shabby, and suggests you spend the time at the huts near the forest.

    Urist leaves, happy with his trade. He promises to be back with more goods.

    Zeek, priest of Exidaid arrives. He is proficient at healing small injuries and can handle larger ones with time.

    You send a letter to the Seakay mason's guild. Exect a reply at end of month.

    Erik is still out mapping the land. You expect him back at the end of the month.
    >> Anonymous 12/10/09(Thu)07:03 No.7074617
    Quarrier; 14th century: : a worker in a stone quarry

    That's what we really mean by a Mason, though. We want to hire someone who can teach us how to mine. Ideally we'd get someone who can oversee foundation of the quarry, and who might sign on as a foreman - however, their wages and the cost of equipment is likely to be quite high.

    Oh yeah, also: Depending on the results of the survey, encourage growth by offering peasants the chance to claim their own farms on the untilled land. We're in a bad location, but we're bound to get some immigrants.

    If we really want a mage, we could also consider advertising that we'll offer shelter for a more -dubious- magician, provided he helps us out.
    >> Anonymous 12/10/09(Thu)07:05 No.7074630
    Set 5 peasants to collecting peat (7.5 silver a week isn't shabby) with 2 or 3 Men-at-Arms. Set the rest to making the place look better this month, and reassign them when that's less important.

    Also let's go hunting! Or exploring! We need a story to tell when he arrives.
    >> Anonymous 12/10/09(Thu)07:06 No.7074641
    Actually, shit. Set the other 5 to collecting wood. Bloody wood shortages.
    >> Anonymous 12/10/09(Thu)07:08 No.7074656

    We can benefit from making a good impression on the Lord. I say we designate 6 of the new peasants to help renovate. The remaining 4 should probably start chopping lumber; if the swamp is the only forested place around, they'll need an armed escort.

    I don't know of any pressing need for a mage that we should go so far as to offer to aid and abet criminal warlocks. However, there is the thought that, since we'll be training miners anyway, it could be worth our time for a mage to scry for precious ores or gem deposits. I'm neutral on this.
    >> Lord Johnny !!dJC0DvgxuON 12/10/09(Thu)07:08 No.7074657
    Would it be unseemly to take a peasant wife, or does that sort of thing happen all the time? Are there any nobles around to hobnob with/trade for daughters to wed?
    >> Anonymous 12/10/09(Thu)07:10 No.7074670
    Now there's an idea, we could use a strategic marriage to gain some resources and form an alliance.
    >> Anonymous 12/10/09(Thu)07:10 No.7074671
    rolled 10 = 10

    It's been a while since I last hunted. Maybe I need to practice. Enough to avoid hilarity, but not too much. I want to show that I'm busy restoring my land and have no time for fun.
    Anyway, time to inspect one of those "huts". A little renovating is in order.
    >> Anonymous 12/10/09(Thu)07:11 No.7074673
    5 peasants to chop wood, another 3 to renovate the town and the remaining 2 join the military.
    >> Anonymous 12/10/09(Thu)07:11 No.7074677

    Put the new peasants on building the granary for now - we need to have that ready before harvest time, so it gets priority.

    To be honest I think our main focus for this first year should be to get our holdings on a sound foundation, rather than expanding on a half-dozen different projects at once.


    This is a very good idea - designate some plots for crofters. They'll be expected to pay a tithe to us as their landlord, but give them an exemption for the first year so they can get established.
    >> Anonymous 12/10/09(Thu)07:11 No.7074679
    I have my doubts on Leold, could he "dislocating" funds, with Smyatt?
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)07:16 No.7074711
    Food calculations:

    food: 10 from hunters, 12.5 from turnips, 20 from rice (harvests every third month).

    Need: 80 people, 16 food needed.

    Spare food: 26.5 this month, projected 6.5 next month.

    Granary needed to store food.

    Quarrying would be about 1 silver per mason day. That's profit to your coffers, the mason will get a cut once he's trained up. Mason quarries and makes stuff with stone.

    You find a peasant, of below average intelligence (but high for a peasant) called Baldric. You take him as a advisor: type: lackey. 69 peasants.

    Lumber you have much of in your forest.
    >> Anonymous 12/10/09(Thu)07:19 No.7074733
    Have our new lackey fetch us news of any local nobility looking for suitors for their daughters, and local legends involving magic/ rare beasts in the area.
    >> Anonymous 12/10/09(Thu)07:20 No.7074741

    Convert 10 units of turnips into turnip scumble.

    Have someone look into ways to make our scumble more delicious and/or potent than the neighbours' brew. Maybe adding herbs or flowers for flavour?
    >> Anonymous 12/10/09(Thu)07:21 No.7074747
    Excellent, so our legion of newly trained masons will be proficient builders too. We can expect the infrastructure to fly up at an amazing rate when they start getting schooled.
    >> Anonymous 12/10/09(Thu)07:22 No.7074750

    Also seconded. Leave off on the peat for now. 5 would-be Masons, 5 lumberjacks.
    >> Anonymous 12/10/09(Thu)07:23 No.7074763
    We'll need a tavern and/or brewery later on if we expand into this area.
    >> Anonymous 12/10/09(Thu)07:25 No.7074779
    How is the peasant's morale? All fairly cheery, I should hope?
    >> Anonymous 12/10/09(Thu)07:25 No.7074780

    True. For the moment this is for domestic consumption - booze keeps longer than its base ingredients, and it'll keep the peasants happy.
    >> Anonymous 12/10/09(Thu)07:28 No.7074797
         File1260448083.jpg-(43 KB, 612x800, momson2.jpg)
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    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)07:28 No.7074803
    Hunting forest is seperate to swamp.

    Your uncle trusted him well, and he seems to be an honest man. Smyatt is less liked, but that is mainly because he is quiet and bookish. Bastard Uncle Erik trusts them all, and he has known you since you were young, on and off.

    How many plots? You have much land, but most of it is forest or stoney. The village won't like crofters coming in on their land, which is the best farming land. Village peasants are serfs, they need no money, just to be fed.

    You spend some time hunting, practicing. You hunt a wild boar of some size with Leold, who joins you. The commoners marvel at your mighty hunting skills. +1 pride in lord.

    No great ladies will want to marry oyu, but a commoner is out of the question. At the least a merchant's daughter wanting to marry into a title is expected. If you build up your holdigns your prospects will improve.

    Mineral scrying is a skill that Miner's guilds hire mages for specifically. If you find traces of good ores, they will let you use him, in return for a 50/50 agreement on all produce from any mines.

    Is this okay for june's allocation? Also 11 new local lads and lassies to job up.
    80 peasants:

    - 2 peasants herding goats (10 goats plus 2 kids)
    - 1 peasant herding cattle (4 cows, 1 bull?)
    - 25 peasants on turnips
    - 10 peasants on rice (2/plot, harvest in july)
    - 23 building a grainery 26% done – using 23 per month.
    - 4 peasants renovating town
    -5 gathering wood – 50 per month
    -5 Gathering Peat (7.5 silver worth a month)
    - 11 new peasants. locals come of age.

    5 hunters: hunting. Gather 10 units of venison

    5 men at arms
    - 1 with Erik
    - 2 With peat collectors
    - 2 guarding keep and village
    >> Anonymous 12/10/09(Thu)07:31 No.7074825
    Do the peasants have proper waste disposal and/or dedicated space for livestock and people?

    Fevers, flies, rats and alike can cause nasty diseases whenever, some lout throws off their remaining poultry to the streets.
    >> Anonymous 12/10/09(Thu)07:31 No.7074829
    7.5 silver a month? I thought it was a silver every four days per peasant?

    As far as plots, I'm offering the newly surveyed, unoccupied land that can be used for farming to crofters. The peasants will keep their own, good land.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)07:34 No.7074855
    Baldric comes back with fanciful tales of mighty wives to be who breathe fire, and a young dragon from seakay whom might be a potential bride. The dragon is lord Sheff's youngest daughter, and is currently unmarried and roughly your age. Maybe you might be added to her suitors if you slay one of these wives?

    Needs brewery or tavern. Currently peasants make their own from the wasted dodgy turnips in their own homes. They are happy to offer it to you and your advisors, but don't make enough for export.

    Indeed. But building in stone takes longer don't forget.

    All is well.
    >> Anonymous 12/10/09(Thu)07:35 No.7074858
    Allocate seven peasants to help build the granary, one peasant to renovation, and the remaining three towards training as men at arms (if possible). Agree to the mineral scrying deal.
    >> Lord Johnny !!dJC0DvgxuON 12/10/09(Thu)07:35 No.7074859
    Alrighty then, lets set about meeting-and-greeting the local merchants. I want to have a good name among the movers and shakers and the movers and shakers' daughters.
    >> Anonymous 12/10/09(Thu)07:35 No.7074863
    rolled 3 = 3

    >You spend some time hunting, practicing. You hunt a wild boar of some size with Leold, who joins you. The commoners marvel at your mighty hunting skills. +1 pride in lord.
    Still not rusty, I see! Great!

    It's about time we got more men-at-arms. Pick three able men that have recently come of age and get the men-at-arms currently guarding our territory to train them. Since our main concern is trolls, focus on spear training and group tactics.
    I advise in the future, we keep 10% of our population as men-at-arms, and arm them with spears, crossbows and light armour as soon as possible.
    >> Anonymous 12/10/09(Thu)07:35 No.7074864

    Already-tended land isn't up for crofting, I was thinking more of the currently uncultivated land. Say 20 plots' worth. Crofting families can claim as many plots as they like, though they'll have to clear it themselves - and any land that's not being used by the end of the year will get returned to the pot and reallocated, so it's in their interest to claim only as many as they can reasonably tend.
    >> Anonymous 12/10/09(Thu)07:36 No.7074867
    Put 1 of the new pesants into renovating the town, the rest can train to become town guards/men at arms
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)07:37 No.7074870
    At the moment the river is enough, plus just around if they're well away from the village.

    Whoops. 56 silver a month. And 25 coppers.
    >> Anonymous 12/10/09(Thu)07:37 No.7074871
    Baldric is clearly not to have any turnip scumble from this point on
    >> Anonymous 12/10/09(Thu)07:38 No.7074876

    I take it Baldric is a bit touched in the head, ask Erik to verify information about local dragons and how one might be slain.
    >> Anonymous 12/10/09(Thu)07:38 No.7074878
    How much food per month can a peasant bring in, fishing from the river?
    >> Anonymous 12/10/09(Thu)07:39 No.7074882
    Holy fuck we're rich.
    >> Anonymous 12/10/09(Thu)07:40 No.7074887
    What are our current holdings?
    >> Anonymous 12/10/09(Thu)07:41 No.7074892
    rolled 2 = 2

    Also, let's oversee their training with Doobs, if we have the time. Show them some new tricks, if they show promise.
    >> Anonymous 12/10/09(Thu)07:41 No.7074895
    It's been several months and that herder still hasn't determined the gender of one of his cows/bulls?
    >> Anonymous 12/10/09(Thu)07:42 No.7074900

    Compared to what we started with, yes.

    Can we buy some sheep to graze the rocky land that's unsuitable for farming? Wool is a useful commodity.
    >> Lord Johnny !!dJC0DvgxuON 12/10/09(Thu)07:42 No.7074901
    >Baldric comes back with fanciful tales of mighty wives to be who breathe fire, and a young dragon from seakay whom might be a potential bride. The dragon is lord Sheff's youngest daughter, and is currently unmarried and roughly your age. Maybe you might be added to her suitors if you slay one of these wives?

    Once again, is that socially acceptable? Are the peasants going to come knocking in a horde with torches, if I were to slay a fire-breathing wife?

    Also: what do we know about this girl? Is she smart? Is she educated? Is she strong? Could she bear more than one heir? Is she beautiful?
    >> Anonymous 12/10/09(Thu)07:43 No.7074907
    "We call 'im Petunia. We ain't quite sure about 'im."
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)07:44 No.7074909
    Sending letter to Miner's guild in Kaphights, the capital of West Errondia. May take some time to get there.

    Word is sent out
    >> Anonymous 12/10/09(Thu)07:48 No.7074933
    How quickly could we build a medium sized tavern made of wood?
    >> Anonymous 12/10/09(Thu)07:48 No.7074935
         File1260449291.png-(71 KB, 133x296, WIZAARD.png)
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    I'm looking at you, Britfags.

    I'm an Amerifag and even I noticed it.

    /tg/, I am disappoint.
    >> Anonymous 12/10/09(Thu)07:49 No.7074943

    We've got a stupid peasant lackey called Baldric?
    >> Anonymous 12/10/09(Thu)07:50 No.7074947
    Tell Balderic to get us some hats, very fancy hats. One for us and one for Pinky.
    >> Anonymous 12/10/09(Thu)07:50 No.7074951
    Well, yeah

    But no one deliberately mentioned the connection yet
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)07:51 No.7074952

    80 peasants:

    - 2 peasants herding goats (12 goats plus 3 new kids)
    - 1 peasant herding cattle (4 cows, 1 bull)
    - 25 peasants on turnips
    - 10 peasants on rice (2/plot)
    - 30 building a grainery 76% done – using 30 per month.
    - 5 peasants renovating town.
    -5 gathering wood – 50 per month
    -5 Gathering Peat (7.5 silver worth a month)
    - 3 spear training as yeomen. Won’t be men-at-arms yet, but still much better then militia.

    5 hunters: hunting. Gather 10 units of venison

    5 men at arms
    - 2 With peat collectors
    - 2 guarding keep and village
    - 1 training yeomen

    Wood remaining – 50 + 20/month to stockpile.

    50 plots of suncaps will go off eventually. Can be stored for up to 2 more months before planting, or can be eaten if needed. (50 units food)

    Lord Sheff is here. Take him out hunting?

    Erik returns with survey of surrounding lands. Nothing exciting, yet the temple of Artagus (hunting godess) in the forest is a nice discovery. Heaps of poor quality stoney land, and more forest then you could use anytime soon.

    22.5 units of food, 18.4 used. Total Pop'n (you included) 92.
    >> Anonymous 12/10/09(Thu)07:51 No.7074953
    That's because we all get it. There was no need to point out the obvious.
    >> Anonymous 12/10/09(Thu)07:51 No.7074956
    > Also we clearly have to promote the most competent peasant in the village to be our lackey, given the OP's choice of image.

    >> Lord Johnny !!dJC0DvgxuON 12/10/09(Thu)07:52 No.7074961
    Ask Sheff about his daughter.
    >> Anonymous 12/10/09(Thu)07:53 No.7074967
    take him hunting first
    >> Anonymous 12/10/09(Thu)07:54 No.7074972
    We'll take Lord Sheff out to the temple of the goddess, make a sacrifice and offer a blessing, and then on a hunt.

    Need to use the Suncaps this month - offer them to crofters? If we can't use them we'll have a feast to use them up before they go off.

    Also you C&P'd 7.5 silvers again.
    >> Anonymous 12/10/09(Thu)07:54 No.7074975
    Ask Sheff if he would like to accompany us to the temple of Artagus before we go hunting.

    What would be a suitable offering?
    >> Anonymous 12/10/09(Thu)07:54 No.7074978
         File1260449686.gif-(176 KB, 372x480, blackadder goes forth.gif)
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    Have some Hugh Laurie and Rowan Atkinson
    >> Anonymous 12/10/09(Thu)07:55 No.7074979
    Take Lord Sheff out hunting, make a prayer to Byron before taking off. Take the map we had drawn up for us and make a path along the forest to the temple and back.
    >> Lord Johnny !!dJC0DvgxuON 12/10/09(Thu)07:55 No.7074982
    We can talk about her while we ride.
    >> Anonymous 12/10/09(Thu)07:55 No.7074984
         File1260449718.jpg-(65 KB, 580x435, bagf.jpg)
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    and Stephen Fry
    >> Mediocrates !!tG3QhWVtE/n 12/10/09(Thu)07:55 No.7074988

    >> Light lord 12/10/09(Thu)07:55 No.7074989

    I say we use the mushrooms on the poorer land. Granary is almost done. I'm sure we can syphon some of those peasants.
    >> Anonymous 12/10/09(Thu)07:55 No.7074990
    If any of our boar is left we could offer that. Otherwise, I say we kill a deer and burn its heart as an offering in the temple, then go on a proper hunt.
    >> Anonymous 12/10/09(Thu)07:56 No.7074992
    That is just going to piss him off. Wait a bit.
    >> Anonymous 12/10/09(Thu)07:56 No.7074994
         File1260449784.jpg-(67 KB, 600x750, prince regent.jpg)
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    and more Hugh Laurie
    >> Anonymous 12/10/09(Thu)07:57 No.7075002
    We need to ask him at a good moment, perhaps after we make an impressive kill on the way back.
    >> Light lord 12/10/09(Thu)07:57 No.7075004

    What's the deal with what animals we have left? We need to make sure we keep their numbers in check. We don't want to lose a avenue of good food(ummmm deer jerky.)
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)07:58 No.7075008
    At the rate your workers build at, it's 20 peasant month's work. So 20 in one month, or one for 20 months. Your current 30 peasants could put one up, and have 10 to spare, once the granary is done.

    Balderic goes looking for fancy hats. However all he can find is a thimble for pinky (it's all clean and shiney) and a pair of old washing basins for you and him. They belong to the village, but no-one there washes. . .

    The peasants don't fish in the river. They could learn, but need line, bait and preferably some kind of boat. Shorefishing does nothing with crude rods.

    Sheep are 2 silver each.
    >> Anonymous 12/10/09(Thu)07:58 No.7075009
    And we can do it more subtley with general enquiries about his household. We can dig for information while also being politic about it.
    >> Anonymous 12/10/09(Thu)07:58 No.7075014
    rolled 5 = 5

    Let's dispense some suncaps (5 units worth?) among the populace to see if they can brew something from them!

    Yes. Go hunting with Lord Sheff, take Leold as advisor/bodyguard if that's acceptable. Don't be shy of the state of our keep, we're getting on our feet pretty quickly.
    Try to make an impression that we're working hard on recovering this land (We don't really need to try, really. We're doing that), open to new opportunities and the like.
    Discuss, among other things, possibility of trade and military help from his side should trolls start acting more aggressive.
    Trade-wise, admit that we don't produce anything special yet, but we're open to suggestions. Also, there's always peat.
    >> Anonymous 12/10/09(Thu)07:58 No.7075015

    Take Sheff hunting, with a couple of other hunters to back us up and drive the game towards us.

    As a point of interest perhaps we might visit the temple of Artagus - it's not unwise to pay one's respects to the goddess of the hunt, and maybe she'll help us bag enough for a hearty feast tonight!

    Offer each new crofter a plot's worth of Sun Caps to get them started - that'll get them planted, at least. Once the granary's complete, assign 10 of those peasants to Sun Cap farming and the rest to building a tavern/brewery.

    Are these mushrooms brewable?
    >> Anonymous 12/10/09(Thu)08:00 No.7075019
         File1260450005.jpg-(56 KB, 504x314, stephen fry.jpg)
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    and more Fry

    Wait until 0:35 in that last one
    >> Light lord 12/10/09(Thu)08:00 No.7075022

    Please give us a total of animals on our lands. I'd like to foucs on the resources.
    >> Anonymous 12/10/09(Thu)08:02 No.7075029

    Put the tavern on the build list after the granary. Inquire to Smyatt about when the merchants will return. We need fishing tools, sheep and assorted livestock, new seeds for plants, and so on.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)08:05 No.7075045
    Coppers of food given to priests if there were some (none here) or breaking a weapon. Alternatively after a hunt, you can leave an animal there to thank for a good hunt, or hope for a better hunt next time.

    Deers are plentiful, and the forests wide.

    Crofters come in, plant all of the of mushrooms. First harvest, next month.

    Erik says the rumours are peasants nonsence. Dragons are more likely to live in the mountains far to the north. However, some generations ago, a Hydra was killed deep in the swamp. He advises against looking yet.

    Done. The boar's carcass is burnt as an offering to the godess (after Sheff has seen the size of it).
    >> Anonymous 12/10/09(Thu)08:09 No.7075058
    So we should make offering after the hunt.

    We should also put finding a priest of Artagus on our to-do list. Their upkeep is low and his presence and the temple can only add to our prestige.
    >> Anonymous 12/10/09(Thu)08:11 No.7075062
    Awesome. Let's hunt.

    (Depending on the hunt goes, exactly how we do this will differ, but here's what I propose: Offer to have Sheff a fine sword made, because we were so impressed with his companionship/solidarity/prowess during the hunt. This is both an appropriate gesture of friendship and respect, and a sign that we are a minor lord on the up, who can afford to give a lavish gift.)
    >> Anonymous 12/10/09(Thu)08:11 No.7075063
    Inquire to Sheff about local politics and the lay of land so we may further grasp our place within it. Make a bit of small talk and ask him how he and his family are doing (his daughter). Maybe sponge some trade info off of him, who needs what and so on.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)08:12 No.7075067
    All his well with his household. His daughter is attracting suitors, but he's holding off to see how things go.

    Roll a d20 to see how the hunt goes.

    - 2 peasants herding goats (12 goats plus 3 new kids)
    - 1 peasant herding cattle (4 cows, 1 bull)

    1 cow is preggers, and you have 2 billies in your goats. Milk is generally drunk by peasants.


    Smyatt is unsure, but the dwarf mentioned home being one of the dwarven towns well up the north road. He'd be getting home about now, if he didn't dawdle.

    Crofters have planted the suncaps, and yes they are brewable. All dwarven mushrooms are. Suncaps make low quality mushroom beer, but it is an improvement on the turnip scrumble.
    >> Anonymous 12/10/09(Thu)08:12 No.7075069
    Man, I think we should should just put out a call for a priest of Artagus, and describe how we only just found this mysterious temple. We're bound to get some entertainingly crazy druid dude.
    >> Anonymous 12/10/09(Thu)08:12 No.7075072
    rolled 10 = 10


    Hope I roll well.
    >> Anonymous 12/10/09(Thu)08:12 No.7075073

    I perform a series of shocking and retarded acts in an attempt to make a pathetic excuse of a comedy.
    >> Anonymous 12/10/09(Thu)08:13 No.7075076
    Not sure if good.
    >> Anonymous 12/10/09(Thu)08:14 No.7075085
    It's okay. We have the blessing, so that should help. If we do: >>7075062
    ...as well, he will be more friendly even if the hunt wasn't so great.
    >> Anonymous 12/10/09(Thu)08:14 No.7075089
    It's out of twenty so probably went decently.
    >> Anonymous 12/10/09(Thu)08:16 No.7075096
    Hopefully the offering earned us some bonus points to the roll.
    >> Anonymous 12/10/09(Thu)08:16 No.7075101
         File1260450994.png-(68 KB, 144x302, oglaf apprentice.png)
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    nice try
    you get points for dissing Blackadder, but lose points for it not being widespread enough for your trolling to piss off enough people
    >> Anonymous 12/10/09(Thu)08:19 No.7075122
    Dwarves are pretty tough, right? How much would it cost to hire a Dwarven guard or master of arms? It'd be kind of cool to have a dwarf training our guards and yeomen.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)08:19 No.7075124
    Local politics are few and far between. Erondia is technically your soveraign country, but with no taxes the borderlands are out of their politics largely. The downside is they don't have acess to any of the Erondian army, and need to request help in the case of a major invasion. However being in the safer end of the borderlands, you'll have pleanty of time. Borderlands are mostly unclaimed wilderness, with towns and keeps on resources or just scattered here and there on the more arable areas.

    His daughter is beautiful, however is not particularly ladylike. She rejoices in alchemy and other odd hobbies for any nobility, let alone a young lady. However she still has many suitors, mainly the richer Seakay merchants. Your breeding is roughly equal, but you own much less land then they do.

    The wife is a portly matron who delights in cooking. Not too much, because she is a lady, but it is a fine hobby, and Lord Sheff finds it very agreeable. He is a lover of good food. The older daughters have been married off and have left home to live in Erondia propper and are the scource of most of his wealth. Turns out they were all remarkably good looking.

    >> Anonymous 12/10/09(Thu)08:21 No.7075132
    Hm. I was thinking about putting it off until Lord Sheff was gone to not overshadow his appearance. But in retrospect that doesn't really make heaps of sense and we could just have one of our advisors handle it. So, I guess:

    Wanted: One Priest of Artagus.
    >> Anonymous 12/10/09(Thu)08:21 No.7075134

    I was refrencing towards a certain 'comedian' by the name of Tom Green, but ok.
    >> Anonymous 12/10/09(Thu)08:22 No.7075143
    Interesting, it sounds like she would make a good match for us. We'll have Erik teach us some alchemy when we return and come up with a way to woo her.
    >> Anonymous 12/10/09(Thu)08:23 No.7075148
    Kill Sheff. Turn to dark and foreign gods. Declare war on Eronia.
    >> Anonymous 12/10/09(Thu)08:25 No.7075159
    Next time he visits we'll have to have a chef on hand to cook up what we hunt.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)08:25 No.7075161
    Hunt went well, and with the blessing and the peasants driving the game towards you, you find much game. You even manage to hunt down a great stag. It has a few of lord Sheffs shafts in it, but you ran it down. Lord Sheff offers to bring some hunting dogs next time he comes. Lord sheff is pleased by the hunt.

    Dwarves are tough, but the dwarven town is a merchant town and far away. You keep your ears open for rumours of dwarves-at-arms to hire though.

    The word is put out. Lord Sheff pleased with the hunt, and attributing much of the luck to the temple decides to send heralds out also, and finance a modest search for a priest.
    >> Anonymous 12/10/09(Thu)08:27 No.7075175
    That was kind of him. Going to request we offer to commision him a fine sword, again. We've got a while to get it ready and if we deliver it in person it gives us an excuse to meet his daughter.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)08:29 No.7075190
    Not aware of him. I just decided the name's initials were good, and went with that.

    Erik knows a little alchemy, but starts instructing you in the basics. You need some more alchemy supplies to continue. You learn how to make peat into coal, but not at speeds to be economically efficiant.

    Good thinking. Remind me when he next comes.
    >> Anonymous 12/10/09(Thu)08:30 No.7075199

    I can't recall if we've given him a tour of our land yet. If not, I'd like to show him our demense and industries. And just generally smalltalk trade/business/regional economics.
    >> Anonymous 12/10/09(Thu)08:30 No.7075200
    rolled 2 = 2

    We're pleased, too, and we like Sheff. We should visit him.
    >> Anonymous 12/10/09(Thu)08:32 No.7075214
    Thank him for his generosity and go about showing him our town before he leaves. This will give him an idea of how quickly we can progress and the state of our lands which would hopefully make us appear to be a better suitor.
    >> Anonymous 12/10/09(Thu)08:39 No.7075272
    Next time those dwarves arrive ask them about dwarven culture and general info on ores, we'll probably be able to barter for basic alchemical supplies and find some more in the quarry.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)08:42 No.7075290
    You send home to get a sword made. Your older brother, tells you a good quality sword to gift a noble will be 30 gold, but he can lend you the money if it's to help woo a lady.



    92 pop’n:

    5 deaths, 3 commings of age, and 2 immagrants
    - 2 peasants herding goats (10 nan goats, 2 billies plus 3 kids)
    - 1 peasant herding cattle (4 cows, 1 bull)
    - 25 peasants on turnips (12.5 food/turn)
    - 10 peasants on rice (2/plot) (2/3 grown)
    - 30 building a grainery DONE
    - 20 starting Brewery/Tavern: 0/20 – 20 wood/month
    - 5 peasants renovating town.
    -5 gathering wood – 50 per month
    -5 Gathering Peat (65 silver 25 copper/month)
    - 3 spear training as yeomen. Current combat Strength 3.

    5 hunters: hunting. Gather 10 units of venison

    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen.
    - 2 With peat collectors
    - 2 guarding keep and village

    50 Crofters work 50 plots of Suncaps. (100 units of food/turn). They’re happy with their new land, as the Suncaps grow happily in the otherwise poor soil.

    Wood remaining – 70 + 30/month to stockpile.

    Cash: 56 silvers + 25 coppers a month.
    Total: 13 gold 1 s 50 c

    Both you and leold improve hunting skill.
    Doobs gains skill: Training.
    >> Anonymous 12/10/09(Thu)08:45 No.7075308
    Oof. 30 gold is lot.
    >> Anonymous 12/10/09(Thu)08:46 No.7075309
    >The lord himself is a portly easygoing man.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)08:46 No.7075313
    He appraises the land, and notes that you've done well with an otherwise poor piece of land. He notes that the fine game forest is possibly the jewel in your crown.

    Sure, I'll likely need reminding. Also, it's 11:44pm here, so I'll likely only go for another month or two before calling it quits for the night.
    >> Anonymous 12/10/09(Thu)08:47 No.7075324
    True, but our economy is coming up to speed very quickly. It shouldn't take long to pay back. And what's 30 gold between bros?

    Cementing solid relations with our neighbour is worth that I think. I vote go for it.
    >> Anonymous 12/10/09(Thu)08:48 No.7075327
    Can we expect this quest to return? If so could we perhaps get a date/time. Thanks in advance for writing this quest, it's quite enjoyable.
    >> Anonymous 12/10/09(Thu)08:48 No.7075328
    And his wife loves cooking. We know.
    >> Anonymous 12/10/09(Thu)08:48 No.7075329
         File1260452910.gif-(15 KB, 275x300, slowpoke.gif)
    15 KB
    >> Anonymous 12/10/09(Thu)08:51 No.7075346
    A debt of around 20 gold (assuming we chip in some ourselves) could be re-payed within a few months. It'd be worth it in the long run to improve our relations and gain his daughter's hand, the only concern is not getting everything we want from the traders when they return.
    >> Anonymous 12/10/09(Thu)08:51 No.7075351
    Of course, makes you wonder what /mu/, /fa/ and /fit/ are going to be like. /b/ and /d/ are just too much to contemplate.
    >> Anonymous 12/10/09(Thu)08:52 No.7075354

    Are the Suncaps sustainable? That is, do they have enough seeds left over from one batch of growing to plant the next? If so, that's a pretty good deal.

    However, having a back-up plan for the crofters would be good. We don't want a sudden mushroom blight to wipe out the Suncap crop and leave our crofters starving.

    What methods do we have for preserving food? I think we should definitely build up a stockpile of provisions to tide us over in case of hard times. We can cycle through it to keep it from spoiling, as long as we maintain a buffer.
    >> Anonymous 12/10/09(Thu)08:52 No.7075356
    Well, I guess we go for it, then. Try and pay back our brother ASAP.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)08:52 No.7075359
    Hidden bonus one found. A portly chef that cooked for your uncle returns from seeing his sick sister in Seakay. He signs up under you happily, but notes the kitchen is in poor repair. However he was used to doing impromtu cooking on the hunt.

    New "Advisor"
    Marcus: Chef.

    You send 10 gold, promising the rest later. Who should accompany it from your advisors/people? Note that 10 gold is a large sum of money, particularly to your sworn men-at-arms and peasantry.
    >> Anonymous 12/10/09(Thu)08:53 No.7075364
    We should groom Doobs to become our general or knight-captain when we grow large enough. His skill in teaching should get supplemented with leadership soon enough.
    >> Anonymous 12/10/09(Thu)08:53 No.7075367

    >> Anonymous 12/10/09(Thu)08:55 No.7075376
    There wouldn't happen to be any of the mercenary sort out here, would there? Taking on a core of experienced/specialized fighters to supplement our small trained/large militia could be very useful. Men who are trained cavalry, heavy infantry, sappers/siegers preferred in that order.
    >> Anonymous 12/10/09(Thu)08:55 No.7075377
    Erik seems like the best choice to send. It would also give him a chance to spend a few days with our brother. I'm presuming that's something they both might enjoy.
    >> Anonymous 12/10/09(Thu)08:56 No.7075383
    Our uncle, I guess. Bit risky either way.
    >> Anonymous 12/10/09(Thu)08:58 No.7075399
    So, we need us some militia. Assuming the spear training is still on, we'll look for the most competent peasants as of yet, and instruct them in basic tactics. We will also add some basic archery to the regimen. Again, no more than three hours a week.
    >> Anonymous 12/10/09(Thu)08:59 No.7075412

    I wonder if he's capable of cooking himself?
    >> Anonymous 12/10/09(Thu)09:00 No.7075418
    How about a spot of public relations. Walk around your town a bit and the first young boy you see, you dub him the Jester of the day and give him a funny hat.
    >> Anonymous 12/10/09(Thu)09:00 No.7075419
    Suggest attending the funerals of the peasants who passed away; they were your people, they helped you. It's the least you could do.
    >> Anonymous 12/10/09(Thu)09:00 No.7075421
    Then, maybe hire a veteran merc or adventurer? Retired, preferably, to teach your yeomen-to-be some combat skills. If it goes well and he's good enough, we make him our castellan and master-of-arms.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:00 No.7075423
    Yes. They replace themselves, but you don't know enough about them in order to increase their numbers in real amounts.

    Mercenaries pass through here to the real borderlands occasionally. If you let the word out you could get a few applying. However many are likely just bandits looking for an easy post.

    Erik Or DOOOOOOOOBS or both? Note Erik is wile, yet elderly. DOOOOOOOOBS is a young, fresh knight, but is more skilled at arms then even you. Also, both are related to you and your brother (Erik is your ilegitamte uncle, but of good standing in the family, and DOOOOBS is your cousin, from your father's 5th brother.) Whoever you send will be away for some months though, as Green Hall is a good distance away.
    >> Anonymous 12/10/09(Thu)09:01 No.7075428
    rolled 1 = 1

    Can't we come ourselves, and take Doobs with us? It's been a while since we last saw our relatives, right?
    >> Anonymous 12/10/09(Thu)09:02 No.7075436

    Mercenaries aren't really a very good idea right now, as we're not under threat and in a pinch we're on good terms with our more heavily-armed neighbour.

    Mercenaries, meanwhile, are expensive and not immediately needed - which means we'd have a bunch of bored but heavily-armed fighters hanging around the village. Not a recipe for happy peasants.

    Hiring an instructor or sergeant-at-arms would probably be a better plan for getting our guards trained up. Maybe get DOOOOOOOOOOBS to fill that role.
    >> Anonymous 12/10/09(Thu)09:02 No.7075439

    We could send both?
    >> Anonymous 12/10/09(Thu)09:03 No.7075442
    We've only been in our new demense for a few months. It wouldn't be seemly for us to leave quite so soon. It would look a touch neglectful despite the improvements we've made.

    Which do we need here least at the moment?
    >> Anonymous 12/10/09(Thu)09:04 No.7075453
    Then we lose the use of both our scholar and best fighter. I say we send Doobs because we are under to immediate threat and can call upon neighbors if things get hairy.
    >> Anonymous 12/10/09(Thu)09:05 No.7075459
    I'm just a huge fan of Dogs of War. Also, an ounce of prevention as the saying goes. There's also the potential to "steal" a band of mercenaries. Give them shelter, food, and an outlet for their more wild tendencies and with a dose of good pay they may be convinced to stay on as our own personal force, especially if their leader is a bright enough/easily convinced fellow.
    >> Anonymous 12/10/09(Thu)09:07 No.7075471
    This sounds suitable, it fits our eccentric character and it just sounds amusing.
    >> Anonymous 12/10/09(Thu)09:07 No.7075474
    Alright, Doobs it is. Should we squire the cleverest Yeoman to him and let them go together?
    >> Anonymous 12/10/09(Thu)09:08 No.7075480

    DOOOOOOOOBS has considerable skill at arms, which could make him useful for training the peasants. However, he'd also be good at keeping our gold safe on the road.

    Leold is a stout fellow, a good friend of the family, and an able huntsman. He'd be good to have on hand if/when we do any more entertaining, but could possibly be spared for a while. While back in civilisation he could spread the word about the fine hunting to be had on our estate, thus potentially allowing us to curry favour with other nobles by hosting hunting parties.

    Erik is handy in that he is wise and learned, and we will likely have need of his counsel in the coming months.

    I'd say send Leold.
    >> Anonymous 12/10/09(Thu)09:09 No.7075490
    Sounds like a good idea.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:11 No.7075504
    This is the family you left 4 at the end of last year. Also, you are needed to run the estate. If you leave, Smyatt will follow your orders, but you'll have to wait 'til you're back again to offer new orders.

    You go to a few of the funerals, and pay your respects. The peasantry are pleasantly shocked, and the crofters offer their best mushroom beer to you at the funeral. It's surprisingly nice, particularly after the turnip scumble.

    DOOOOBS is a very proficiant young knight, and performed well in the first and only tourny he entered as a squire, unhorsing some of the full knights there. He earned a laurel from the lords there, and some gold which he spent on a fine dagger of dwarven steel. He may feel slighted if you hire another and rank him higher then him.

    You and Baldric walk thorugh a village, and you award one of the holey washing basins, newly shined and polished, as a jesters hat. The boy laughs and runs though the village, telling silly jokes and raising morale. +1 peasant morale.
    >> Anonymous 12/10/09(Thu)09:11 No.7075508

    I'm a huge fan of Machiavelli, and he makes the very good point that it's much better to have your own troops who are loyal to you, rather than hired troops who are loyal to coin.

    Mercenaries first drain your coffers, and then when you can't pay them they take your stuff by force. Even when you can pay them they won't fight as well as home-grown soldiers, as they're fighting for money while your own soldiers are fighting for their homes.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:16 No.7075547
    DOOOOOOOOOBS and "Shorty", the tallest and smartest of the yeomen go off en route to Green Hall. He takes letters from you and Erik.

    Yeomen -> "Adviser" Shorty: Squire

    DOOOBS is put off with having a common yeoman as a squire, but with little else on offer he accepts. He starts training shorty in basic ettiquete, etc. Shorties family is proud, and host a small gathering in the village. +1 peasant morale.
    >> Anonymous 12/10/09(Thu)09:18 No.7075556
    I'm not saying for us to be taken by them, but our military prowess seems quite lacking at this moment. We lack diversity and are now quite vulnerable given our situation. I suggest having them only for as long as needed, that is to say the length of time it takes us to nurture our own loyal soldiers with niche roles.

    At the very least, a few men dying for coin is vastly preferable then forcing ourselves to send waves and waves of our own peasants to die in our first encounter with a hostile force.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:19 No.7075561
    Oh shi- forgot.

    The masons have been delayed, and communication slowed off because of increased banditry in Seakay. However a letter reaches you, sent some time ago, that they would be there at the end of Gemlie.
    >> Anonymous 12/10/09(Thu)09:20 No.7075570

    Our pocketbook is spread a bit thin as it is, we owe some gold and we still need to pay for supplies and goods from merchants.
    >> Anonymous 12/10/09(Thu)09:21 No.7075572
    Could we go about building a decent house for DOOOOOOOBS with a small stable and accomodation for his squire by the time he gets back? It could keep him happy with having a commoner as a squire.
    >> Anonymous 12/10/09(Thu)09:21 No.7075582
    So, now we have a small force, we might go about doing something with the trolls. Take Smyatt, all the hunters and two men at into the forset, hauling a goat or two. Propose to trade meat for pitch and peace. This will free up some peasants and two soldiers.
    Might also be the beginning of integration of trolls into our little fiefdom.
    >> Anonymous 12/10/09(Thu)09:22 No.7075586
    I quite like this idea
    >> Anonymous 12/10/09(Thu)09:23 No.7075593
    I am wary.

    The larger trolls are basically animals. They wouldn't abide by any deal we struck and the smaller ones don't strike me as particularly trustworthy.
    >> Anonymous 12/10/09(Thu)09:23 No.7075595
    I don't think we own any horses though, we could buy him a horse and build a stable for it. That would probably do.
    >> Anonymous 12/10/09(Thu)09:25 No.7075605
    pfff lay off there's no indication of anything hostile coming our way just yet, its going to drain our limited resources too much...

    Besides, we are small and uninteresting. What force that we can't handle would even be interested in our humble little village? We want some more economic growth before we can afford a larger militia, when it becomes necessary to defend our spoils.

    I think that the need for an army and the amount of wealth our region has are closely correlated... So for now, with our modest mushroom farming and small amount of livestock, nothing that our few able swords can't handle should pay any attention to us....

    nasty GM's not taken into account.
    >> Anonymous 12/10/09(Thu)09:25 No.7075606
    If we just chuck a few goats their way, it could placate them and stop them coming into our territory, hell, they may even kill invaders should they ever encroach on our lands, but I see your point, we should treat them as animals, essentially feeding them to ensure they don't attack us.
    >> Anonymous 12/10/09(Thu)09:26 No.7075610
    Seems worth a shot. Nothing depends on them holding up, we just name a spot and set up an exchange rate. they bring pitch, we bring food, so they don't have to raid. At the very least we can begin learning to communicate with them this way.
    >> Anonymous 12/10/09(Thu)09:27 No.7075617
    They'd kill anything that close enough to them anyway. Feeding them would be like feeding a bear, it might come looking for food in our camp.
    >> Anonymous 12/10/09(Thu)09:27 No.7075620
    I see your point but my concern is that there haven't been any notable incursions to note and well, there's a reason that national parks have Don't Feed The Bears signs.

    I worry that we might exacerbate an issue by trying to solve it.
    >> Anonymous 12/10/09(Thu)09:28 No.7075623
    >> Anonymous 12/10/09(Thu)09:28 No.7075627
    Was it not also Machiavelli who said not to rely on a stronger neighbor for aid? That the main concern for a prince should be war, or the preparation thereof?

    Our only expense, besides lavish swords, is our development. Surely, some of that might go to a temporary boost in defense while we are weak?
    >> Anonymous 12/10/09(Thu)09:28 No.7075630
    He can have more squires, we just want him to have a bit of protection. When he comes back we will enlist him in a tourney or something. When we can afford it we can even give him a fief.
    >> Anonymous 12/10/09(Thu)09:28 No.7075631
    That is precisely why we do not FEED them. We TRADE with them. And I doubt they're organized or numerous enough to actually fuck our shit up unless seriously provoked.
    >> Anonymous 12/10/09(Thu)09:29 No.7075637
    Mercenaries are not a good idea at this time. We were actually told most at just bandits. We're watching for a hirable dwarf soldier(s) already, we can leave off seeking out a few human might-be criminals.
    >> Anonymous 12/10/09(Thu)09:30 No.7075640
    Man, bears are hella popular. I see what you mean, I was working under the assumption that Trolls were like Orks and, whilst savages, could be traded with, but whilst I agree it would be dangerous, I think it could be worth trying later on, when we have a decent military force that could protect us should anything go wrong. I think we would rather have a savage ally that we give a few cattle to, than have a horde of enemies that can rip a man apart.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:30 No.7075642
    Currently he's livign in one of the better rooms in the keep. Once the masons get to work you will be able to do some propper repairs to the place, as opposed to patchwork that your peasants have done.

    The trolls aren't known for being trustworthy, however the smaller ones can see a good deal. The larger ones are generally kept in check by the smaller ones. Also, the smaller ones know they would lose an outright fight, due to numbers. They also fear your uncle, who made most of his gold by hunting trolls. They don't know that he is yet dead.

    Trolls speak crude Western (one of the two languages of the area, the other beign Erondian, spoken by most nobles and some peasants.) The larger ones know few words in Western (Ug Thok fire), but speak Trollish with more ability.

    Erik says that Trolls have been used as mercenaries before, but have no loyalty when pay (meat) runs out, and will desert happily if they think it's a smarter option.

    Note the trolls aren't all one factoin, but a collection of bands. Thus, trade with one faction won't assure peace with all.
    >> Anonymous 12/10/09(Thu)09:31 No.7075643
    I confess, trolls seem to be able to get food just fine on their own. To we really want to give them some more and leave them with time on their hands?

    If you want to 'do something' about the trolls, then take all the hunters and the two guards, give them all bows and arrows covered in pitch, and start shooting.
    >> Anonymous 12/10/09(Thu)09:31 No.7075645
    >Hirable dwarf

    You condemn mercenaries and then suggest one!
    >> Anonymous 12/10/09(Thu)09:31 No.7075648
    Beside, think of the fear factor. A-a-a-attack, sir? They have fucking TROLLS, fuck this shit.
    >> Anonymous 12/10/09(Thu)09:31 No.7075653
    rolled 4 = 4

    Don't feed the trolls! If they see easy food appearing near the edge of their marsh, they'll come closer to the edge of their marsh. Eventually, they'll see enough easy food in the form of our village and attack.
    We'll be better off just killing the few that decide to attack anyway than put ourselves at risk of a larger attack.
    >> Anonymous 12/10/09(Thu)09:32 No.7075659
    I said we're looking for a mercenary already. Not 'DON'T HIRE THEM NO' but rather, hire one who is more talented, more likely to be trustworthy and concerned with the upkeep of our native troops, rather than some humans looking to fight for gold.
    >> Anonymous 12/10/09(Thu)09:32 No.7075661

    From the description given, I'd guess that the trolls are generally little more than brutal savages - any deal made would be with an individual troll, and wouldn't hold for any other trolls.

    I'm in favour of treating the trolls as a natural hazard like bears or whatever, and doing as little as possible to either encourage them or antagonise them. They have their patch of land, we have ours, and that's fine.
    >> Anonymous 12/10/09(Thu)09:33 No.7075662
    Alright, you've convinced me. Attempting to organise some trade might be worth a shot. Hell, it's worth trying to the extent that we might learn a little about troll culture and how trolls think with the added prospect of some economic growth.

    I vote that we wait for Doobs and Shorty to get back before we try though. If shit goes south I'd prefer it to go south with our best armsman and all of our yeoman within our demense.
    >> Anonymous 12/10/09(Thu)09:33 No.7075668
    God /tg/ I am disappointed in some of you.

    We should sooner send a few people after them to kill them rather then feed them.What are we, a bunch of cowards? Trying to appease and humble ourselves for some filthy trolls?

    They might get the idea we are weak and easy and attack us for it.
    >> Anonymous 12/10/09(Thu)09:33 No.7075669
    Oh my god please can we assasinate a troll to start a troll civil war.
    >> Anonymous 12/10/09(Thu)09:33 No.7075670
    We need word of god about the trolls.Can they be traded or communicated with, how many of them are there, are the small ones capturable? What are their characteristics and culture if they ahve one?
    >> Anonymous 12/10/09(Thu)09:34 No.7075676
    Agreed. Let's leave off doing anything with the trolls until Doobs and Shorty return. Anyone see any more puns, btw? Another bonus would be nice.

    I'd also rather kill than trade, but we can reconsider it later.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:35 No.7075682
    >Man, bears are hella popular. I see what you mean, I was working under the assumption that Trolls were like Orks and, whilst savages, could be traded with,
    This is correct, remembering that the trolls are all seperate bands. They're savages, and not noble savages at all, but can be talked to. They're generally distrustful of people hereabouts, as Doobs, Leold and Uncle Andorder did hunt them some. They tend to avoid people herabouts.
    >> Anonymous 12/10/09(Thu)09:36 No.7075690
    So it IS worth a shot. We have a large supply of food, we don't need them to fight, and they can be communicated with. As long as dealing with us is smarter than attacking us, with which I forsee no problem as we grow stronger and the trolls are stagnant. They could help build stuff for example. Or harvest pitch, cut trees etc.
    >> Anonymous 12/10/09(Thu)09:36 No.7075691
    You're making assumptions now. We've had nothing tell us that a dwarf is more trustworthy or reliable when he has no pay. If I am to assume, we'll have to pay dwarfs more and provide for their excessive thirst! I'd go further to assume that none of them would be keen to die for a man when truly called upon. Additionally, I'll assume that the wee-men aren't a valid cavalry option. Am I at least broaching a valid point or are we just to put our trust in a species we now next to nothing about?
    >> Quest Lord 12/10/09(Thu)09:37 No.7075694
    Disregard that, I suck cocks
    >> Anonymous 12/10/09(Thu)09:38 No.7075702
    Bump. Thread approved, OP.
    >> Anonymous 12/10/09(Thu)09:39 No.7075704
    >> Anonymous 12/10/09(Thu)09:39 No.7075705
    I think you're just trolling on the mercenary debate. I think bringing more and more varied advisors is appropriate, and I support bringing in a dwarf only because dwarves are 'tough' and only to train our own military.

    Giving food to them is not a good idea. It's just not.
    >> Anonymous 12/10/09(Thu)09:39 No.7075706
    rolled 8 = 8

    Other than a dwarf being named Urist? Not really. Urist may or may not be Russian for "laywer", by the way. It better not.

    Right. Think how bad it might be for the morale of our own people. I'm sure they won't like their new lord doing anything at all with trolls, other than hunting them.
    >> Anonymous 12/10/09(Thu)09:40 No.7075710
    We caught that one already, broseph.
    >> Erik: On Trolls Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:41 No.7075717
    Trolls operate in bands of 4-8 trolls generally. They CAN be communicated with (speak crude Western) and CAN be traded with. They're crude savages, but aren't animals. The big ones tend to listen to the smaller ones of the band, as size and IQ are inversly proportional. Bands are like somewhere between familly groups and tribes, and each clan is nomadic. Trolls clans that meet may fight other troll bands if they're desperate, but generally, trade information and go their seperate ways. Troll bands that meet humans tend to react agressivly, and versa visa. Lone trolls are usually young, looking for a band to join and are the usual source of troll scalps for hunters.

    This is all Erik knows on the topic.
    >> Anonymous 12/10/09(Thu)09:41 No.7075721
    Autosage? New thread? Archive?
    >> Anonymous 12/10/09(Thu)09:42 No.7075732
    Not only that, but if they've avoided us thus far because they were afraid of our late Uncle they might figure out that a chance in policy towards them might be indicitive of a change in leadership.

    They might intuit it as a sign that we've become weaker and prime for raiding. If we do trading of any kind it should be when we're much stronger. They're going to figure out that our Uncle has died in time but we don't need to risk tipping our hand just yet.
    >> Anonymous 12/10/09(Thu)09:42 No.7075734
    Or perhaps you troll, sir? I've presented my argument and you've countered with half quoting Machiavelli and "Dwarfs are better" when we know nothing of the sort. The only dwarf we have met is a merchant, the only village of theirs known to use is a described merchant town. What of that describes a warrior society?
    >> Anonymous 12/10/09(Thu)09:42 No.7075736
    We clearly should kidnap a few young trolls and train them to be our vicious shock troops.
    >> Anonymous 12/10/09(Thu)09:43 No.7075741
    >> Anonymous 12/10/09(Thu)09:43 No.7075742
    Justify. We have already established that they cannot wipe us out, and this will continue to be the case as our 'military' increases in strenght and their does not. We have little to lose. What do we gain: free up both peasants and soldiers, gain a deterrent to bandits and hostile invasion, potentailly increase our construction capability expotentially, and in the long term we might get us some murderous shock troops, should we need to.
    >> Anonymous 12/10/09(Thu)09:44 No.7075754
    I'm not the guy who listed Machiavelli. I don't think we should listen to him, either.

    I'm the guy who asked if dwarfs were tough and received an affirmative reply.
    >> Anonymous 12/10/09(Thu)09:45 No.7075768
    We caught /ck/, I didn't see the /tg/ catch.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:46 No.7075780
    Bonus found. +1 Relations with Urist. (Good dorfy name that)
    Bonus found. You find out from Erik that long ago, the swamps were tea-tree farms, but in the thousand year war were left and abandoned. This is the cause of the name of the area. (Small time lore prise for small time detail)

    I think so. It's time for me to stack some Zeds methinks (quarter to 1am). How does I can archive this?

    I'll be back on from 9pm (East Australia time (+10 GMT)) tomorrow, if not a bit earlier.
    >> Anonymous 12/10/09(Thu)09:47 No.7075790
    >> Anonymous 12/10/09(Thu)09:48 No.7075794
    Apologies then. I've offered my opinion argument, I won't carry it further if there's no support.
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:49 No.7075807
    Dwarves are tough. Dwarf fighters are amongst the best fighters around, and almost ever dwarf is proficiant with a weapon. Merchant town dwarves are the minority, who aren't.

    Most dwarves live in Mountainhomes far north according to Erik.
    >> Anonymous 12/10/09(Thu)09:49 No.7075810
    I'm doing it now.
    >> Anonymous 12/10/09(Thu)09:50 No.7075818
    >> Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:51 No.7075828
    Thread number is the post number of the first post?
    >> Anonymous 12/10/09(Thu)09:51 No.7075830
    Also consider how dealing with trolls would affect the attitude of Leold, Doobs and the others. I bet they won't like it. Im not even going to say anything about nearby human lands and the dwarves.
    >> Anonymous 12/10/09(Thu)09:52 No.7075832
    >> Cheers Quest Lord !!7ls3wo7NoED 12/10/09(Thu)09:55 No.7075852

    Cheers all, this went as well as could have been hoped. I'll be on again in 20 hours, whenever that is for you. Possibly less.

    Also cheers to anti-fate, wherever he is, for inspiring me.
    >> Anonymous 12/10/09(Thu)09:55 No.7075857

    Yup. For this one it'd be 7073593
    >> northern /k/ommando 12/10/09(Thu)10:26 No.7076113
         File1260458796.jpg-(314 KB, 800x536, troll.jpg)
    314 KB
    perhaps we can one day use trolls as shock troops.

    armed and armoured trolls.
    >> Anonymous 12/10/09(Thu)11:16 No.7076500
         File1260461802.jpg-(467 KB, 905x1280, 1257868929_dalehan_trollbustco(...).jpg)
    467 KB
    All this troll lust does is serve to illustrate /tg/'s total failure to foresee consequences.

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