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  • File : 1260528009.jpg-(27 KB, 460x276, LordBlackadder 2.jpg)
    27 KB Lord Quest II - The Continuing Quest Lord !!7ls3wo7NoED 12/11/09(Fri)05:40 No.7087298  
    Hey guys, I'm back with more Lord Quest. Hope everything goes as well as last month. Back into it.

    NEW MONTH
    MONTH: OREGUST

    TREASURY
    Cash: 5 gold, 6 silvers + 25 coppers a month.
    Total: 8 gold 7 s 75 c
    Debt: 20gold to Brother

    STOCKPILES
    Wood remaining: 100/200 + 30/month Stockpile.
    Food: 20(Rice)/200 Small Granary
    Leather: 30/0 No storage
    Alcohol: 0/100 Small Brewery/Tavern

    POPULATION
    162 pop’n:
    95 Workers, 8 soldiery, 50 free men, 8 assistants, You
    2 Away (Doobs and Shorty)
    160 Effective Population

    FOOD
    32 Food needed/month
    62.5 Food production/month
    30.5 Food wasted/month

    LODGINGS
    Village: Worker Accommodation.
    20 Crude huts (5 Workers)
    95/100 Full, one hut spare.

    Keep: Standard Accommodation
    1 Dilapidated Barracks (20 Soldiers)
    8/20
    5 Good Rooms (1 Person)
    5/5 (Erik, You, Smyatt, Zeek, Leold)
    5 Poor rooms (1 Person)
    2/5 (Marcus, Baldric)
    3 Dilapidated Rooms
    0/3 (EMPTY)
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)05:41 No.7087302
    WORKERS 95
    90 peasants
    - 2 peasants herding goats (10 nanny goats, 5 billies)
    - 1 peasant herding cattle (4 cows, 1 bull)
    - 25 peasants on turnips (12.5 food/turn)
    - 10 peasants on rice (2/plot) (3/3 grown)
    - 5 peasants renovating town.
    -5 gathering wood – 50 per month
    -5 Gathering Peat (65 silver 25 copper/month)
    -37 New and Unassigned Peasants

    5 hunters:
    -5 hunting. (10 units of venison/month)

    SOLDIERS 8
    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen (Sheriff)
    - 2 With peat collectors
    - 2 guarding keep and village

    3 Yeomen (Combat Strength 2)
    -3 training by Sheriff.

    FREE MEN
    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.
    8 Assistants.
    - Leold: Chillin'
    -Smyatt: Illin'
    - Doobs: Cash Delivrin'
    - Erik: Time killin'
    - Zeek: Drink spillin'
    - Baldric: Don't know, something stupid
    - Marcus: Cookin'
    - Shorty: Squiring DOOOOOBS on his trip

    EVENTS:
    2 More cows are pregnant.
    1 Goat is pregnant.

    The Masons arrive. The leader, a man called Dan Ganawb addresses you with their requirements. They want 1 gold a month, plus an extra 3 gold per month until the quarry is built payable when the quarry is finished. They report that there is 500 peasant work days to build a quarry, under their supervision. After setup, one mason will stay on and oversee the quarry for 50s per month. While they are on site, they expect food and lodgings (4 masons).

    Oh, previous thread here:
    http://suptg.thisisnotatrueending.com/archive/7073593/#7075309
    >> Anonymous 12/11/09(Fri)05:51 No.7087318
    DOOOOOOOBS will get EAT BY TROLLS.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)05:51 No.7087319
    >>7087302
    500 Work months* sorry.

    So, 500 peasants in one month, 50 for 10months, 1 for 500 months. They do note that the peasants will get better/faster at it as they work on it though.
    >> Anonymous 12/11/09(Fri)05:53 No.7087346
    Assign 5 additional Peasants to train as soldiers.

    Assign 10 Peasants to build small manor house ( Assign Manor House to DOOOOBS on return), equip manor house with stables.

    Assign remaining peasants to build Quarry.

    What are the peasants assigned to renovation achieving, what exactly does the job entail?
    >> Anonymous 12/11/09(Fri)05:53 No.7087347
    >>7087302

    Wow, hunting sure is predictable.
    >> Anonymous 12/11/09(Fri)05:53 No.7087352
    >>7087302

    Holy shit, Masons are expensive. Though that said, a quarry will be a nice little earner for us.

    Of the unassigned peasants, 20 to building a tavern/brewery in the village, the remainder to assisting the masons in getting the quarry up and running and learning stonecutting skills.
    >> Ragebrew 12/11/09(Fri)05:54 No.7087361
    Should convert a part of our manor to serve as a storage area. This way it is easier for our accountant to keep track of everything.
    >> Anonymous 12/11/09(Fri)05:56 No.7087371
    >>7087352

    It looks like we completed the tavern and granary since the previous month since we now have alcohol storage capacity.

    Inquire to Erik about brewing techniques, see if we can learn anything.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)05:57 No.7087380
    >>7087346
    Done. The renovation work is general fixing of the village, making it look nicer, and will fix any minor breakages that come up. It's not particularly important work, it mainly keeps the place tidy and nicer looking if you want to show it off.
    >> Anonymous 12/11/09(Fri)06:00 No.7087399
    What can we do to keep that food from wasting each month? That's a lot of wasted effort. Can we brew the turnips or rice or Suncaps into booze that'll keep longer?

    Failing that, it might be worth either taking some peasants off farming duty, or setting up a regular market day when we can trade spare food for other goods.
    >> Anonymous 12/11/09(Fri)06:03 No.7087416
    Market day sounds like a good idea.
    >> Anonymous 12/11/09(Fri)06:04 No.7087417
    Have Smyatt talk to the Masons, see what he can do about lowering the price a bit. We WANT the quarry- but we want it as cheap as possible. Maybe try to bribe them with extra food rations for example. We have enough food to spare...
    >> Anonymous 12/11/09(Fri)06:04 No.7087421
    >>7087302
    Order soldiers to put the masons to work at swordpoint.
    >> Anonymous 12/11/09(Fri)06:06 No.7087429
    >>7087417
    Oh and let Dan Ganawb stay in the Keep.
    >> Anonymous 12/11/09(Fri)06:06 No.7087430
    >>7087421

    What? Don't be a retard, these guys are probably from a guild - they'll talk to the other masons, and then we won't be able to get anyone to help us with our stonework at all.
    >> Anonymous 12/11/09(Fri)06:08 No.7087445
    Can we incorporate any of our animals (particularly the bull) into the building force to speed up the process?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:08 No.7087448
    >>7087347
    Keeps things simple. Since it isn't a matter of much importance atm (Plenty of food, and meat can't be kept atm) I'm just calling it 10-10-10. Bad and good months will happen once it starts meaning anything.

    >>7087352
    They can charge a premium for their sevices, because what they do is skilled labour.

    >>7087371
    The peasants know basic brewing techniques, mainly letting things ferment in barrels and draining off the scumble. Not particularly good and doesn't make high quality alcohol, but it gets you drunk.

    Ales are generally easy to make, and take only basic knowledge (unlike scumble, which needs almost none). Basically the better the ingrediants and the brewers, the better quality the alcohol. He knows the basics, and could supervise some ale production.

    >>7087361
    Use a room in the keep? There are a few unassigned rooms in the lower quality parts of the keep. The good areas are taken up with a general living room, and private rooms for the important residents.
    >> Anonymous 12/11/09(Fri)06:14 No.7087485
    >>7087448
    Right, let Erik supervise the brewing, he's got nothing important to do currently. Let the Mason have a room,a poor room should do.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:14 No.7087487
    >>7087399
    Turnips don't keep well, the meat could be smoked if you had a smoke house. Magic is also always an answer.

    Smyatt advises that turnips aren't a much wanted goods, although the suncaps and venison could fetch something.

    >>7087417
    Roll a d10 for haggling. Low score wanted.

    >>7087429
    Where will you put his Masons? He brought along a team of 3 others to help him set up.

    >>7087445
    Cows can be used as draught animals, this will speed things up. However you won't get to milk them. You're not doing much with the milk as it is, so that might not be an issue.
    >> Anonymous 12/11/09(Fri)06:17 No.7087499
    >>7087487
    Use cows as part of the workforce, leave the pregnant cows with the herder.

    Have the named mason in one poor quality room, leave the other three in dilapidated quality rooms.
    >> Anonymous 12/11/09(Fri)06:17 No.7087500
    rolled 8 = 8

    >>7087487
    I was saying Smyatt should use food and lodging as a bribing tool. Let them ALL stay in the keep if it will lower the costs.

    Rolling
    >> Anonymous 12/11/09(Fri)06:18 No.7087510
    >>7087487

    Given that turnips are labour-intensive for a poor return, and we've also got a food surplus anyway, we could probably take a bunch of peasants off turnip-farming and dedicate them (and the land) to a more productive crop.

    I'd say that of the 25 turnip-farmers, switch 10 of them to rice-farming and the remaining 15 to gathering peat (which is a pretty useful commodity).
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:19 No.7087512
    >>7087485
    There's 4 Masons. Ganob and 3 others he brought to help set things up.

    Note that Erik will need some peasants under him to produce commercial amounts of ale. Until then he's just helping them with their private brews.
    >> Anonymous 12/11/09(Fri)06:19 No.7087516
    >>7087499

    Also assign a handful of peasants to refurbishing the dilapidated rooms, so as to keep the masons moderately happy.
    >> Anonymous 12/11/09(Fri)06:20 No.7087519
    >>7087510
    Nah. To risky. Pluss we only harvest rice every third month and we can't store food. Turnips are safe.
    >> Ragebrew 12/11/09(Fri)06:21 No.7087523
    >>7087516

    I second this.
    >> Anonymous 12/11/09(Fri)06:22 No.7087533
    We should just redirect the renovating peasants to focus on the dilapidated rooms.
    >> Anonymous 12/11/09(Fri)06:23 No.7087540
    >>7087512

    5 peasants from the turnip pool to brewing stuff.

    How long would it take to build a smokehouse? Because at the moment we're very much living hand-to-mouth, and could do with a safety net of stockpiled provisions.
    >> Anonymous 12/11/09(Fri)06:23 No.7087541
    rolled 6 = 6

    >>7087519
    We have a granary to store rice in, and we can brew alcohol with any extra left over.
    >> Anonymous 12/11/09(Fri)06:24 No.7087552
    >>7087519

    We can store rice, it's turnips and meat that don't keep so well.
    >> Ragebrew 12/11/09(Fri)06:24 No.7087553
    >>7087519

    We have the mushrooms now. They produce more, and work every month. Maybe keep five on turnips, just for variety in diet.
    >> Anonymous 12/11/09(Fri)06:25 No.7087560
    The problem we have right now is that we don't have a sufficient workforce, we need several things done and all of our peasants are currently occupied. We're going to need to switch around some peasants if want to build anything.
    >> Anonymous 12/11/09(Fri)06:28 No.7087587
    >>7087560
    We need to focus on the quarry. The longer it takes us to build that, the more costly it is for us. Any thing else could be delayed, and only cost us time.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:30 No.7087601
    >>7087500
    Ouch, high roll. But with the offer of staying in the keep and the food surplus they're not offended by your attempts to wheedle down the costs.

    >>7087499
    Done. 3 pregnant cows stay with herder, last cow and bull helps the building.

    >>7087510
    you can add half of a crops size again with each harvest. So you can add 5 to rice, since it harvested this month, but remember rice only harvests every 3rd month. Rice stores decently with the granary.

    Also, rice takes two peasants per plot.
    >> Anonymous 12/11/09(Fri)06:33 No.7087614
    >>7087587

    This is true.

    At the moment the 50 crofters are producing a shit-ton of Suncaps, which is pretty awesome. Admittedly since they're free men that food doesn't go straight into our stockpiles, but some kind of trade arrangement could easily be managed - we trade them peat (for cooking, fertilising the land, etc.) for Suncaps. Everyone's happy.

    I'd recommend pulling as many people as we can spare and assigning them to the quarry - 50 peasants for 10 months is manageable, right?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:34 No.7087625
    >>7087523
    How many? And from doing what?

    >>7087540
    A small smokehouse is 50 peasant-months of work, but won't store much.

    Also, untended plots of food will go bad, and will need to be reworked (1 month planting, etc.) before they give yield.
    >> Anonymous 12/11/09(Fri)06:34 No.7087626
    >>7087587

    That's very true, right now we're producing a lot of excess food at the moment, it'd probably be easiest if we were to move a portion of the food producing population into construction.
    >> Anonymous 12/11/09(Fri)06:36 No.7087640
    We should hold up on any productions like that smokehouse or putting any peasants to work in the tavern, we need them working on the quarry.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:36 No.7087644
    >>7087614
    Remember that if you keep them working there, they'll be learning from the Masons, and will get better at it.

    >>7087626
    Numbers?
    >> Anonymous 12/11/09(Fri)06:37 No.7087649
    >>7087625
    I've lost where we are at so far in terms of civilians, can you give us a rundown of where everyone is working at the moment?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:40 No.7087662
    >>7087644
    Worker allocation at the moment is:
    WORKERS 95
    90 peasants
    - 2 peasants herding goats (10 nanny goats, 5 billies)
    - 1 peasant herding cattle (4 cows, 1 bull)
    - 25 peasants on turnips (12.5 food/turn)
    - 10 peasants on rice (2/plot) (3/3 grown)
    - 5 peasants renovating town.
    -5 gathering wood – 50 per month
    -5 Gathering Peat (65 silver 25 copper/month)
    -5 Training to become yeomen
    -10 Building small manor house: 0/300 (Using 10wood/turn)
    -22 Building Quarry 0/500 (Using 10wood/turn) + 2 Cattle Draught (24 progress/month)

    what should be the new allocations?
    >> Anonymous 12/11/09(Fri)06:40 No.7087665
    >>7087644

    So if we keep a bunch of them on it then it'd take less than 10 months? That's a pretty good deal, though it depends how much faster they'd get. As a rough measure, how long would the mason estimate it to take if we gave them 20 full-time dedicated workers?
    >> Anonymous 12/11/09(Fri)06:42 No.7087668
    >>7087662

    Reassign 5 peasants from turnip-farming to brewing.

    Otherwise that looks pretty good.
    >> Anonymous 12/11/09(Fri)06:43 No.7087680
    >>7087662
    Reassign peasants working on manor, and three of the peasants renovating to the quarry.
    >> Anonymous 12/11/09(Fri)06:43 No.7087682
    >>7087668
    This, plus take 3 lumberjacks and have them help build the quandary.

    We have a massive lumber surplus that doesn't need to be getting higher.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:46 No.7087697
    >>7087665
    20 Dedicated workers?

    15 monthsish.

    40 would be closer to 9 months.

    Each mason can work a team of 10 peasants, so any beyond that would be working unsupervised and stay at the basic rate.
    >> Anonymous 12/11/09(Fri)06:48 No.7087716
    Hopefully, we'll get more peasants in the coming months to help build the quarry.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)06:50 No.7087733
    >>7087680
    >>7087668
    This?

    WORKERS 95
    90 peasants
    - 2 peasants herding goats (10 nanny goats, 5 billies)
    - 1 peasant herding cattle (4 cows, 1 bull)
    - 20 peasants on turnips (12.5 food/turn)
    - 10 peasants on rice (2/plot) (3/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Gathering Peat (65 silver 25 copper/month)
    -5 Training to become yeomen
    -5 Brewing (+5 Ale/month) What type of ale should they be making? Turnip or Suncap?
    -38 Building Quarry 0/500 (Using 10wood/turn) + 2 Cattle Draught

    5 hunters:
    -5 hunting. (10 units of venison/month)
    >> Anonymous 12/11/09(Fri)06:51 No.7087737
    >>7087697

    20-25 peasants on quarry duty sounds fair. We'll probably be leaving them there even once the quarry's finished, as we'll be wanting plenty of stone to build with and to trade. It also means that we can pursue other projects in the meantime, rather than everything stalling until the quarry is done.

    More focus on peat-gathering would be good too, as that brings in an income that'll help pay off the masons.
    >> Anonymous 12/11/09(Fri)06:52 No.7087747
    >>7087733
    Suncap beer, it's supposed to be of higher quality if I remember. That sounds good, voting to time skip with that load out. Hopefully we'll see the merchants again.
    >> Anonymous 12/11/09(Fri)06:53 No.7087752
    >>7087680
    I think I can agree with this as well. Is anyone REALLY all that attached to getting the manor house done?

    Personally, I think that this takes care of the logistics for the month. The only thing that I would add would be let's have our fearless leader Thomas Green go out around town so he can be seen and talk to the populous. I don't know about the rest of you, but I'd like to have a trusted and charismatic leader.
    >> Anonymous 12/11/09(Fri)06:58 No.7087794
    Are we an independent lord, or are we just part of Erectia, or whatever it was called?
    >> Anonymous 12/11/09(Fri)06:59 No.7087809
    >>7087794

    I think we're technically part of the country, but we aren't policed at all. We have no taxes, but on the flip-side, we can't appeal for soldiers or protection.
    >> Anonymous 12/11/09(Fri)07:02 No.7087826
    >>7087809
    Though we are friends with seakay, a larger group of settlements so we could call in their help if needed.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:04 No.7087846
    NEW MONTH
    MONTH: SEPTEMBER

    TREASURY
    Cash: + 1 gold, 6 silvers, 25 coppers/ month.
    Total: 9 gold 14 s 0 c
    Debt: 20gold to Brother

    STOCKPILES
    Wood remaining: 90/200 - 10/month Stockpile.
    Food: 20(Rice)/200 Small Granary
    Leather: 10/0 No storage (Rain ruins leather pile)
    Alcohol: 5/100 Small Brewery/Tavern

    POPULATION
    167 pop’n:
    100 Workers, 8 soldiery, 50 free men, 8 assistants, You
    2 Away (Doobs and Shorty)
    165 Effective Population
    5 NEW peasants, 7 come of age, 1 from Seakay, 3 daths.

    LAND:
    50 plots of Suncaps
    25 plots of Turnips
    10 plots of rice

    FOOD
    33 Food needed/month
    20 Food production/month
    -- Food wasted/month
    Excess food provided by crofters, happily for the peasant village (no cost)

    LODGINGS
    Village: Worker Accommodation.
    20 Crude huts (5 Workers)
    100/100 Full, No spare. FULL

    Keep: Standard Accommodation
    1 Dilapidated Barracks (20 Soldiers)
    8/20
    5 Good Rooms (1 Person)
    5/5 (Erik, You, Smyatt, Zeek, Leold)
    5 Poor rooms (1 Person)
    3/5 (Marcus, Baldric, D Ganob)
    3 Dilapidated Rooms
    3/3 (Masons x 3)

    LIVESTOCK
    Cows: 4
    - 3 Pregnant
    - 1 Draught: Quarry
    Bulls: 1
    - 1 Draught: Quarry

    10 Nanny goats
    - Grazing
    5 Billies
    - Grazing
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:05 No.7087854
    WORKERS 95
    95 peasants
    - 2 peasants herding goats (10 nanny goats, 5 billies)
    - 1 peasant herding cattle (4 cows, 1 bull)
    - 20 peasants on turnips (10 food/turn)
    - 10 peasants on rice (2/plot) (3/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Gathering Peat (65 silver 25 copper/month)
    -5 Training to become yeomen
    -5 Brewing (+5 Suncap Ale/month)
    -38 Building Quarry 0/500 (Using 10wood/turn) + 2 Cattle Draught
    - 5 new

    5 hunters:
    -5 hunting. (10 units of venison/month)

    SOLDIERS 8
    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen (Sheriff)
    - 2 With peat collectors
    - 2 guarding keep and village

    3 Yeomen (Combat Strength 2)
    -3 training by Sheriff.

    FREE MEN
    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.

    ASSISTANTS
    8 Assistants
    - Leold: Chillin'
    -Smyatt: Illin'
    - Doobs: Cash Delivrin'
    - Erik: Brewin’
    - Zeek: Drink spillin'
    - Baldric: Don't know, something stupid
    - Marcus: Cookin'
    - Shorty: Squiring DOOOOOBS on his trip
    >> Abaddon 12/11/09(Fri)07:07 No.7087873
    >>7087846

    need to build additional houses
    >> Anonymous 12/11/09(Fri)07:07 No.7087877
    Set new workers to build houses.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:08 No.7087878
    >>7087809
    This. Seakay is in a similar position, just bigger then you. Erondia is much bigger then either of you.

    MUCH BIGGER.

    But Erondia is more a grouping of several major nations, and a whole buncha minor ones, like you.
    >> Anonymous 12/11/09(Fri)07:08 No.7087880
    Postin this so we can remember what the hell our advisors actually do:

    "Advisors":
    - 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.
    - Zeek, priest of Exidaid arrives. He is proficient at healing small injuries and can handle larger ones with time.
    - Baldric, a peasant, of below average intelligence (but high for a peasant). A lackey.
    - Marcus, a cook.
    -Shorty, a squire raised from a Yeomen.
    >> Anonymous 12/11/09(Fri)07:09 No.7087893
    >>7087846

    Yowza. OK, we're kind of becoming victims of our own success here.

    Assign the 5 new peasants to constructing new crude huts for now, so we've got room to expand. Also, some kind of covered storehouse for keeping leather and other perishable goods, if we don't have anywhere in the Keep where we could stash it for the time being.
    >> Anonymous 12/11/09(Fri)07:10 No.7087894
    >>7087854
    What's the word on that other priest we sent for, Sheff funded a search for one a while back.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:10 No.7087896
    Made a couple mistakes, fix'd here:

    WORKERS 95
    95 peasants
    - 2 peasants herding goats (10 nanny goats, 5 billies)
    - 1 peasant herding cattle (4 cows, 1 bull)
    - 20 peasants on turnips (10 food/turn)
    - 10 peasants on rice (2/plot) (1/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Gathering Peat (65 silver 25 copper/month)
    -5 Training to become yeomen
    -5 Brewing (+5 Suncap Ale/month)
    -38 Building Quarry 40/500 (Using 10wood/turn) + 2 Cattle Draught
    - 5 new
    >> Anonymous 12/11/09(Fri)07:15 No.7087924
    When the new peasants are done constructing additional houses, I think we'll put them to work in the quarry.
    >> Anonymous 12/11/09(Fri)07:15 No.7087925
    >>7087893
    This
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:16 No.7087931
    >>7087894
    No word as of yet. No-ones found any to the right godess. Some gods are commonly worshipped (Exidaid) some less so (Garp, god of canibalism) and some widely worshipped but in a small way (Morr, great god of Death).

    >>7087893
    Done.
    >> Anonymous 12/11/09(Fri)07:17 No.7087935
    How many huts can be built per month?
    >> Anonymous 12/11/09(Fri)07:21 No.7087958
    >>7087935
    Once we know this and how long it will take for a basic store room I think it might be almost time for a month skip.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:21 No.7087960
    >>7087935
    They take 5 workers a month to build.
    >> Anonymous 12/11/09(Fri)07:24 No.7087975
    >>7087960
    5 workers can only build 1 shoddy hut a month?

    uhhhh guys, are peasants SUCK at building. But we need housing desperately. Even to the point that I think we should divert some people working on the quarry to build more homes. Otherwise, we will never have enough room for our population to grow.
    >> Anonymous 12/11/09(Fri)07:25 No.7087983
    Seems like we're prepped for another timeskip.
    >> Anonymous 12/11/09(Fri)07:25 No.7087988
    >>7087975

    >>uhhhh guys, are peasants SUCK at building.

    That's why they're peasants, rather than carpenters or other skilled craftsmen. Skilled craftsmen cost money, however, as demonstrated by the price of hiring masons.
    >> Anonymous 12/11/09(Fri)07:26 No.7087992
    >>7087975
    One hut houses five people though, at the rate we gain population it keeps all of our population housed.
    >> Anonymous 12/11/09(Fri)07:28 No.7088016
    Alright, my suggestion is take at least 10 masons, and make them build houses.

    We should hopefully recoup that population almost immediately, and should benefit us in the long run.
    >> Anonymous 12/11/09(Fri)07:31 No.7088028
    >>7087992
    I assumed we only gained +5 pop because we only have room for 5 more people.

    More housing open = more people can come. Or am I mistaken?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:31 No.7088034
    NEW MONTH
    MONTH: ROCKTOBER

    TREASURY
    Cash: + 1 gold, 6 silvers, 25 coppers/ month.
    Total: 4 gold 20s 25 c
    Debt: 20gold to Brother

    STOCKPILES
    Wood remaining: 80/200 - 10/month Stockpile.
    Food: 20(Rice)/200 Small Granary
    Leather: 20/0 No storage
    Alcohol: 10(Suncap Ale)/100 Small Brewery/Tavern

    POPULATION
    171 pop’n:
    100 Workers, 13 soldiery, 50 free men, 8 assistants, You
    2 Away (Doobs and Shorty)
    169 Effective Population
    Pop’n stable.

    LAND:
    50 plots of Suncaps
    20 plots of Turnips (Five lost)
    10 plots of rice

    FOOD
    34 Food needed/month
    20 Food production/month
    -- Food wasted/month
    Excess food provided by crofters, happily for the peasant village (no cost)

    LODGINGS
    Village: Worker Accommodation.
    21 Crude huts (5 Workers) +1/turn
    100/110 Full, 1 spare.

    Keep: Standard Accommodation
    1 Dilapidated Barracks (20 Soldiers)
    8/20
    5 Good Rooms (1 Person)
    5/5 (Erik, You, Smyatt, Zeek, Leold)
    5 Poor rooms (1 Person)
    3/5 (Marcus, Baldric, D Ganob)
    3 Dilapidated Rooms
    3/3 (Masons x 3)

    LIVESTOCK
    Cows: 4
    - 3 Pregnant
    - 1 Draught: Quarry
    Bulls: 1
    - 1 Draught: Quarry

    10 Nanny goats
    - Grazing
    5 Billies
    - Grazing
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:33 No.7088043
    WORKERS 90
    90 peasants
    - 2 peasants herding goats (10 nanny goats, 5 billies)
    - 1 peasant herding cattle (4 cows, 1 bull)
    - 20 peasants on turnips (10 food/turn)
    - 10 peasants on rice (2/plot) (2/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Gathering Peat (65 silver 25 copper/month)
    -5 Brewing (+5 Suncap Ale/month)
    -38 Building Quarry 80/500 (Using 10wood/turn) + 2 Cattle Draught
    - 5 Building huts (+1 hut/month)

    5 hunters:
    -5 hunting. (10 units of venison/month)

    SOLDIERS 13
    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen (Sheriff)
    - 2 With peat collectors
    - 2 guarding keep and village

    8 Yeomen (Combat Strength 2)
    -8 training by Sheriff.

    FREE MEN 50
    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.

    ASSISTANTS
    8 Assistants
    - Leold: Chillin'
    -Smyatt: Illin'
    - Doobs: Cash Delivrin'
    - Erik: Brewin’
    - Zeek: Drink spillin'
    - Baldric: Don't know, something stupid
    - Marcus: Cookin'
    - Shorty: Squiring DOOOOOBS on his trip
    >> Anonymous 12/11/09(Fri)07:36 No.7088066
    >>7088034
    Is there a reason that we seemed to have LOST 5 gold from the treasury?

    I suspect the cook.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:36 No.7088072
    Urist arrives back at the village, with a wagon full of general supplies. He has More suncaps, crude blackpowder, rope, some dwarven fireale (brewed from fire itself in stone casks), Some rare scrolls from a nordic tribe, several sturdy wagons for sale, amongst other things.

    You meantion fishing line, and after a black monent, he finds some of what Erik identifies as fuses.
    >> Anonymous 12/11/09(Fri)07:37 No.7088076
    >>7088066
    Masons took their pay I assume.
    >> Anonymous 12/11/09(Fri)07:38 No.7088088
    >>7088066
    4 Gold to the Masons, no?
    >> Anonymous 12/11/09(Fri)07:39 No.7088093
    >>7088072
    Ohgodohgodohgodohgod

    Fuses and Blackpowder definitely

    Investigate Nordic stuff
    >> Anonymous 12/11/09(Fri)07:39 No.7088094
    >>7088072
    -several sturdy wagons for sale
    How much for some wagons? Wagons are always handy
    >> Anonymous 12/11/09(Fri)07:40 No.7088099
    >>7088072

    Dwarven fishing techniques probably aren't the best thing for our river. What do the nordic scrolls describe, and what effect do the wagons have on building. Also asking for a full inventory for Urist.
    >> Anonymous 12/11/09(Fri)07:41 No.7088108
    >>7088076
    >>7088088

    Start:
    Cash: 5 gold, 6 silvers + 25 coppers a month.
    Total: 8 gold 7 s 75 c

    - Masons hired -

    2nd Month
    Cash: + 1 gold, 6 silvers, 25 coppers/ month.
    Total: 9 gold 14 s 0 c

    3rd Month
    Cash: + 1 gold, 6 silvers, 25 coppers/ month.
    Total: 4 gold 20s 25 c

    Cash has already been adjusted for the Masons. I see no reason why our total dropped.
    >> Anonymous 12/11/09(Fri)07:43 No.7088120
    I am concerned about our gold supply, we do not have enough to pay for more than two months at this rate. Also aren't they supposed to collect three of their four gold/month at the end of production.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:43 No.7088122
    >>7088076
    Bingo

    >>7088028
    More can come, but won't necessarily.

    >>7088016
    Masons are EXPENCIVE. You don't have much incoming cash left remember.

    However, builders can build bigger houses that hold more people or crappy huts QUICK.
    >> Anonymous 12/11/09(Fri)07:44 No.7088131
    >>7088072

    More Suncaps, definitely - they're much easier to grow, and produce a much better yield. We could switch 10 turnip-farmers to Suncap-farming and relieve our food issues to the point where we can start trading the surplus.

    Consult with the masons - would this blackpowder and fuses be of use in excavating the quarry?

    Have Erik check out the scrolls, see if they might be of interest.

    Also, would a wagon help improve our peat-gathering efforts? The gatherers could spend longer out there and bring back more peat (and thus more cash) per trip that way, provided the wagons don't sink in the bog.
    >> Anonymous 12/11/09(Fri)07:46 No.7088149
    Let's sell some shit, we have some leather and alcohol going to waste right now.

    And
    >MONTH: ROCKTOBER
    Have Rodric be bard for a day and rock out with Pinky.
    >> Anonymous 12/11/09(Fri)07:48 No.7088160
    >>7088072
    Ask Urist about the Nordic Scrolls, and have Erik take a look at them too.
    >> Anonymous 12/11/09(Fri)07:48 No.7088163
    >>7088072
    Mental image of lone dwarf carrying wagons around the countryside.

    What's all this going to cost? Also, BARTER AND TRADE
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:51 No.7088187
    >>7088120
    You can put it off if needed. However Smyatt gave it to them, since he didn't want debt.

    And you're making over 6 gold a month, losing 5 of it to the masons, so it's still a profit, just less.

    >>7088088
    4 that CAN be put off. They want a gold a month for the guild that must be payed. And if you want one kept on after the quarry is built, that'd be just 5silver (half a gold) a month.

    >>7088099
    Nordic scrolls need translation. One apears to be on hunting, and another on their shamanistic magic. The rest will need a closer look.

    >>7088094
    3 silver each. They are very well built though. Wagons will act like a beast of burden, doubling the work one peasant can do.

    >>7088108
    Whoops, that was me. :$ Double ajusted. . ..

    Smyatt miscounted, on second count it's all there. . .

    >>7088093
    Fuses are a silver each, blackpowder is 1 gold a barrel.
    >> Anonymous 12/11/09(Fri)07:53 No.7088205
    >>7088187

    It sounds like the Nordic Scrolls could be pretty useful. We do a lot of hunting, for both food and recreation. And there can't be anything bad about a scroll of magic. How much do the scrolls cost?
    >> Anonymous 12/11/09(Fri)07:56 No.7088223
    >>7088187

    Doubling peasants' workloads? Do want. I say we buy as many wagons as he's got. 3 Silver for an effective extra peasant we don't have to feed is a great deal.
    >> Anonymous 12/11/09(Fri)07:56 No.7088225
    Buy three wagons, two barrels and four fuses.
    >> Anonymous 12/11/09(Fri)07:56 No.7088228
    Okay guise, we have more money than we thought. Let's spend some.
    >>7088187
    Erik speaks many languages. Does he speak Nordic? If so... TRANSLATE!

    I say we buy as many wagons as we can, a bit of rope, 1 keg of black powder and 5 fuses. Who knows when the stuff could come in handy?
    >> Anonymous 12/11/09(Fri)07:58 No.7088247
    >>7088187

    Definitely interested in the scrolls on hunting and magic.

    Also, wagons will be very useful - get as many as he has, and assign them to the peat-gathering for an income boost.

    Black powder and fuses... well, potentially useful, but also expensive. If they'll help cut down the time it'll take to get the quarry established then sure, go for it. Otherwise it'll just be sitting around, probably getting damp and spoiling.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)07:59 No.7088252
    >>7088163
    He has mules, but he doesn't want to sell them.

    >>7088131
    They sold well on the way here, he only has 5 plots worth this time. Apparently the crofters talked of their wonders and thanks to that he made a good profit on them. +1:) with Urist.

    >>7088163
    You don't have anything he;s interested in. Wood as a trade good isn't something good to haul halfway up the side of Erondia, when it can be cut locally. Mushroom ale is decent, but he's going north to dorflands again, where ale is much better. He'll grab the leathers for 20 coppers each, they're not great quality, but he could sell them on his way north to villagers.

    >>7088149
    Rodric rocks out with Sir Pinky, much to everyone's amusement. His singing is terrable, so he is religated to air-lute, which he buys off Leold for 3 coppers and half a turnip.

    >>7088131
    Yes, they'd help speed things up. How much they can't say. Also yes, the peat people will be able to gather more with the wagons.
    >> Anonymous 12/11/09(Fri)07:59 No.7088255
    Buy up the wagons and the scrolls and some more suncaps

    Maybe buy some fuses and a barrel of blackpowder or two if it can help with the quarry, I don't see us having the ability to produce/procure firearms yet.

    Skip on the fireale and rope

    See if we can trade him with our excess leather/food/etc, see if he likes venison and what not.

    Also, go for DISCOUNT!
    >> Anonymous 12/11/09(Fri)08:02 No.7088276
    I am also in favour of inviting Urist to dinner as a show of appreciation for his visit. Merchants are welcome and well-treated here, and while we're on the edges of civilisation we know how to provide good hospitality.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:06 No.7088299
    >>7088205
    One on magic is 3 gold, one on hunting a gold. The rest are 2 gold each (there's 5 others). And Erik can translate them, but it will be slow going. About a month/scroll, possibly longer if they're on complex material.

    Can we get agreement on what to buy? You have 10 gold, 20s, 25c.

    The SUNCAPS have gone up to 1silver per plot. They're selling very well, and your crofters have been able to expand on what they've bought very quickly. Apparently if you work them, they'll spread easily by themselves.

    He does warn that come winter, most will die off however.
    >> Anonymous 12/11/09(Fri)08:06 No.7088301
    >>7088276
    Second this plan. Hospitality is always essential.

    Obviously we all agree that we want as many wagons as possible.

    But what news on the scrolls? Can Erik understand them? And how much do they cost.

    I seem to be the only one who wants rope... but we are split on the black powder. Personally, I think it's worth getting at least one barrel. It's only 1 months net income, and who knows how it may come in handy.
    >> Anonymous 12/11/09(Fri)08:08 No.7088317
    >>7088299
    Yikes

    Well, let's see how much the rest of our haul costs and then we can decide what scrolls we want, if any
    >> Anonymous 12/11/09(Fri)08:10 No.7088328
    >>7088299

    ...Ah. A winter die-off is not great. How long will these keep? Will we be able to stockpile enough to last over the winter, or do we need to find alternate foodstuffs? Turnips might be back on the menu. :\

    Failing that, we can probably afford to slaughter a couple of the billy goats over winter.

    We really need to sort out our food supplies.
    >> Anonymous 12/11/09(Fri)08:10 No.7088331
    What the hell is Mr. Bean doing in that picture?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:10 No.7088333
    >>7088276
    Urist shares some of the fireale in return for your hospitality, it's delicious. You have a merry drunken night, and in the morning wake up to find you have a splitting headache, and you have offered to buy 1 cask (1g) of fireale. Urist is more then happy to let it slide, saying he won't force a man to drunken offers, and the drinks for last night were on the cart, so to speak.
    >> Anonymous 12/11/09(Fri)08:14 No.7088353
    >>7088317

    5 Suncap plots for 5 silver.
    Hunters scroll for 1 gold.
    1 keg of black powder 1 gold
    3 fuse for 3 silver
    As many wagons as we can get for 3 silver a piece.
    ______________________
    Total: 2 Gold, 8 silver, + 3 silver per wagon.

    My suggestion. Possibly get another scroll? But not the magic one. We have no mage...
    >> Anonymous 12/11/09(Fri)08:14 No.7088361
    Two questions, will rope further increase our building ability, and will the back powder speed up the quarry production?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:15 No.7088367
    >>7088328
    They stockpile for 3 months in the grainery. Otherwise they spoil at the end of the month.

    >>7088301
    >>7088317
    Costs:
    Wagon 3s
    Magic scroll 3g
    Hunt scroll 1g
    ?? Scroll (up to 5) 2g
    Suncaps 1s/plot (up to 5)
    Fuse 1s each.
    Powder 1g
    Ropes: Fine dwarven ropes made by merchant town, 25s each. 10m long each. 50m ropes available at 1g each. Shorter ropes can be cut on demand.
    >> Anonymous 12/11/09(Fri)08:15 No.7088369
    >>7088353
    Unless we think the scroll could possibly ATTRACT a mage. But is it worth the gamble?
    >> Anonymous 12/11/09(Fri)08:18 No.7088388
    9 Silver for carts

    5 Silver for fuses

    1 Gold for barrel of black powder

    1 Gold for Hunting Scroll

    SELL 20 leather for 400 copper

    Maybe buy a scroll or two at random for lols, or just buy the magic one. It might make a nice "gift" at the very least to our dragon maiden.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:18 No.7088391
    >>7088353
    Up to 3 wagons
    , he needs his last ones to get home with his profits and trade goods for the north.

    >>7088361
    Rope will help with major building projects (quarry, etc) and give a small random bonus per month depending on how much you get.

    And blackpowder will give a large, one time bonus to the quarry when it's used. Only if it's used early in the peice though, later they need more delicate work.
    >> Anonymous 12/11/09(Fri)08:19 No.7088396
    Wait, do they have any alchemy scrolls?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:21 No.7088410
    >>7088396
    Dunno, there's 5 unknown scrolls that Erik will need some time with to find out what they're about. The Nords aren't known for alchemy though.

    Is there a consensus on what to buy?
    >> Anonymous 12/11/09(Fri)08:21 No.7088412
    >>7088388
    You know what? Since the keg works, let's do this. And yes, add in the Magic scroll as well.
    >> Anonymous 12/11/09(Fri)08:23 No.7088428
    >>7088412
    I would actually rather see us use that money to buy rope over the magic scroll.
    >> Anonymous 12/11/09(Fri)08:24 No.7088440
    So far we've been underproducing food, but that's OK because the crofters have been making up the deficit. If the situation's going to be such that the crofters' crop is going to die off and we're going to be short on food, that could lead to bad times for all.

    We need 32.5 food a month under normal circumstances - is that an absolute bare minimum, or are people going to be able to survive on shorter rations for a few months over winter?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:25 No.7088449
    >>7088428
    >>7088412
    Buy both? You are flush with funds. And selling the leather will get 4s (400 coppers).
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:28 No.7088466
    >>7088440
    They can survive, but they won't be happy. Some may die due to shortage, and it'll hurt populations growth for a while.
    >> Anonymous 12/11/09(Fri)08:28 No.7088471
    >>7088449
    Sounds good.
    >> Anonymous 12/11/09(Fri)08:31 No.7088496
    >>7088449
    Go for it, buy 2g worth of rope. Also, we should set aside at least a few gold to start paying off our debt. Don't won't that coming to bite us.

    As for the crofters, maybe start have them working on something that'll fair better through the winter.

    Lastly, put a bug in Urist's ear if he could send a fine dwarven warrior our way. Also if Urist could show up in the middle of winter with a cart of food stuffs, he might make a killing.
    >> Anonymous 12/11/09(Fri)08:31 No.7088499
    Hunters scroll for 1 gold.
    Magic scroll for 3 gold.
    1 keg of black powder 1 gold
    3 fuse for 3 silver
    3 wagons for 9 silver
    1 long rope for 1 gold
    2 medium rope for 50 silver
    ______________________
    Total: 6 Gold, and 62 silver
    Sell: leather for 4 silver
    Net: 6 Gold, and 58 silver

    I see no problems spending this much money, but what say you all?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:32 No.7088516
    >>7088388
    9 Silver for carts

    5 Silver for fuses

    1 Gold for barrel of black powder

    1 Gold for Hunting Scroll

    3 gold for magic scroll

    2s for 1 small rope

    = 5g 6s

    6 gold 4 silver 25 copper left.
    + 4s from leather

    6g 8s 25c
    Deal?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:34 No.7088528
    2s each for smaller ropes sorry.

    its 100c to 1s, and 10s to a gold.
    >> Anonymous 12/11/09(Fri)08:34 No.7088534
    Are we going to have to feed the crofters? Do we have enough space for them to stockplie food in our granary to last them through winter?

    Also - are we in the southern or northern hemisphere? You're posting on Australian time, so I'm guessing southern....
    >> Anonymous 12/11/09(Fri)08:35 No.7088538
    >>7088499
    This is reasonable. After purchasing it all tell Urist that we'd be very happy, and not to mention generous, if he'd return in winter with supplies and some hearty crops that could survive in the weather.
    >> Anonymous 12/11/09(Fri)08:37 No.7088561
    >>7088516
    I say add in 2 more short ropes for a total of +4s more, and you got yourself a deal.
    >> Anonymous 12/11/09(Fri)08:39 No.7088584
    Let's just close up this trade, we've spent too much time getting supplies.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:40 No.7088593
    >>7088534
    Neither. Closer to northern though. Year starts with spring. Winter in the west is short but harsh, Wrecktember will have frosts, etc. You're in the onset of winter now, but Wrecktember is when stuff goes bad.

    >>7088538
    Urist says he can make it back if he goes into Erondia and back to get food supplies here in early dec. He'll want to be payed well though.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:42 No.7088617
    >>7088561
    Done deal.
    >> Anonymous 12/11/09(Fri)08:44 No.7088638
    >>7088593
    Pull medieval ECONOMICS! on him. If we're dying, we'll pay his pleasure. If not, we'll still pay him based on his generosity of coming.

    Any chance we could plan for a mid-winter holiday? Extravagant, I know, but a holiday based around a dwarf bringing a cart laden with happiness to town is too awesome to pass up. That us, if there aren't already holidays in that area.
    >> Anonymous 12/11/09(Fri)08:44 No.7088640
    >>7088593
    Our food situation just got pretty dire. We've got a couple of months at best before the mushrroms that have been making up for our shortfall die off.
    >> Anonymous 12/11/09(Fri)08:45 No.7088650
    Use the keg worth of black powder + all the fuses at the quarry.

    All the rope goes to quarry workers as well.

    Erik to work on translating the Hunting Scroll

    Wear do we want the wagons? Food production? Money? Or just throw that into the quarry as well?
    >> Anonymous 12/11/09(Fri)08:48 No.7088672
    >>7088640
    Well we have rice incoming next month. If we STORE rice as a much as possible, and eat what usually spoils, I think we will do better. Along with reassigning any new peasants to work fields, and buying food from our friendly dwarf, I think we will do alright.

    And QuestLord, please make sure our people are eating stored food FIRST and storing fresh food, so that it will last longer during the winter months.
    >> Anonymous 12/11/09(Fri)08:49 No.7088677
    I think we should use the black powder on the quarry as soon as we can, and then put the ropes to use in the quarry as well. Use the carts between peat and food, and put half of our workers in the quarry into turnip production (assuming turnips are able to survive winter).
    >> Anonymous 12/11/09(Fri)08:56 No.7088725
    >>7088672
    >>7088650
    >>7088677
    I'm also for using the black powder now, and setting the wagon to work with the peat collectors, to get more money to buy food off Urist when he comes back.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)08:58 No.7088746
    >>7088672
    Is assumed.

    >>7088677
    Turnips are fine for winter. That's why they were there when you rocked up. Rice is fine too, but they won't grow in Wreckvember. They'll survive if you keep peasants working them though, and start growing come Janus.
    >> Anonymous 12/11/09(Fri)09:06 No.7088816
    >>7088746
    Right , then it seems like we're good for this month.
    >> Anonymous 12/11/09(Fri)09:10 No.7088848
    >>7088816
    Our fair cousin and his squire should be coming home soon, perhaps we should make preparations for a welcome home/incoming winter festival?

    Day off for the peasants, general merriment, and bracing for the butthurt of winter?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:12 No.7088862
    NEW MONTH
    MONTH: NOTOBER

    TREASURY
    Cash: + 6 gold, 6 silvers, 25 coppers/ month.
    Outgoings: -5gold/month to the masons
    Profit: +1 gold, 6 silvers, 25 coppers/ month.
    Total: 8g 0s 50c
    Debt: 20gold to Brother

    STOCKPILES
    Wood remaining: 70/200 - 10/month Stockpile.
    Food: 40(Rice) 26(Sunacps) 66/200 Small Granary
    Leather: 0/0 No storage
    Alcohol: 15(Suncap Ale)/100 Small Brewery/Tavern

    SUPPLIES
    3 carts
    5 fuses
    Barrel of black powder Use for d10x10 + 40 progress on mine.
    Hunting Scroll
    Magic scroll
    3 small rope adding d5x3 progress (together) per month to quarry. Roll once, is permanent.

    Make sure you say which roll is which. First in roll counted.
    Which scroll to translate first?

    POPULATION
    171 pop’n:
    100 Workers, 13 soldiery, 50 free men, 8 assistants, You
    2 Away (Doobs and Shorty)
    169 Effective Population
    Pop’n stable.

    LAND:
    50 plots of Suncaps
    20 plots of Turnips
    5 plots of rice

    FOOD
    34 Food needed/month
    20 Food production/month
    -- Food wasted/month
    Excess food provided by crofters, happily for the peasant village (no cost)
    Spare suncaps are being added to granary. Apparently the onset of cold weather had reduced the suncaps to one per plot, and the crofters are asking after what they will do come winter. You have no obligation to feed them , but they did feed your peasants when needed.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:13 No.7088868
    LODGINGS
    Village: Worker Accommodation.
    23 Crude huts (5 Workers) +1/turn
    100/115 Full, 1 spare.

    Keep: Standard Accommodation
    1 Dilapidated Barracks (20 Soldiers)
    8/20
    5 Good Rooms (1 Person)
    5/5 (Erik, You, Smyatt, Zeek, Leold)
    5 Poor rooms (1 Person)
    3/5 (Marcus, Baldric, D Ganob)
    3 Dilapidated Rooms
    3/3 (Masons x 3)

    LIVESTOCK
    Cows: 6
    - 6 Draught: Quarry
    Bulls: 2
    - 2 Draught: Quarry

    10 Nanny goats
    - Grazing
    5 Billies
    - Grazing

    WORKERS 90
    90 peasants
    - 2 peasants herding goats (10 nanny goats, 5 billies)
    - 1 peasant herding cattle (6 cows, 2 bull)
    - 20 peasants on turnips (10 food/turn)
    - 10 peasants on rice (2/plot) (3/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Gathering Peat (65 silver 25 copper/month)
    -5 Brewing (+5 Suncap Ale/month)
    -38 Building Quarry 172/500 (Using 10wood/turn) + 8 Cattle Draught
    - 5 Building huts (+1 hut/month)

    5 hunters:
    -5 hunting. (10 units of venison/month)

    SOLDIERS 13
    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen (Sheriff)
    - 2 With peat collectors
    - 2 guarding keep and village

    8 Yeomen (Combat Strength 2)
    -8 training by Sheriff.
    >> Anonymous 12/11/09(Fri)09:16 No.7088894
    >>7088862

    How does our anticipated food production for WRECKtember compare with our anticipated food consumption, if we factor in the crofters?

    Given that they covered our shortfall over the warmer months, it would be churlish to begrudge them our support for the winter. Plus, it'd make them less keen to help us out next year.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:16 No.7088895
    FREE MEN 50
    50 Crofters work 50 plots of Suncaps. (100 units of food/turn).

    ASSISTANTS
    8 Assistants
    - Leold: Chillin'
    -Smyatt: Illin'
    - Doobs: BACK
    - Erik: Translatin’
    - Zeek: Drink spillin'
    - Baldric: Air Lute
    - Marcus: Cookin'
    - Shorty: Squiring DOOOOOBS

    Doobs has come back with a fine sword for Sheff, and 5 Strong gelding riding horses. Will be good for hunting, not so good for battle. Fine for getting about.

    He was attacked by some bandits but he and Shorty beat them off no trouble.
    PROMOTIONS:
    Shorty and DOOOOOBS + 1 combat.
    >> Anonymous 12/11/09(Fri)09:17 No.7088898
    >>7088862
    Of course, their generosity will not be forgotten. We will spare what we can and would allow them a safe home if they would wish it. However, our duty is to our own families first, make sure we're not misunderstood.
    >> Anonymous 12/11/09(Fri)09:19 No.7088916
    rolled 2, 3, 1 = 6

    Throw a modest party with some ale that has been brewed.

    Also attempt to roll for ropes.
    >> dice+1d10 Anonymous 12/11/09(Fri)09:19 No.7088921
    >>7088862
    Rollin for black powder.
    >> Anonymous 12/11/09(Fri)09:19 No.7088923
    >>7088895
    Break out some of the ale and celebrate his return.
    >> Anonymous 12/11/09(Fri)09:21 No.7088934
    rolled 2 = 2

    >>7088921
    Whoops. Try that again.
    >> Anonymous 12/11/09(Fri)09:21 No.7088935
    >>7088916
    You're fired.
    >> Anonymous 12/11/09(Fri)09:21 No.7088938
    Do we require stables for the horses? If we do reassign the workers making houses to making a stable.
    >> Anonymous 12/11/09(Fri)09:23 No.7088951
    rolled 9, 9, 7, 8, 4, 8, 3, 2, 6, 1 + 40 = 97

    It would be dull to just give the sword, if we had the resources we could have a small tournament/ festival and then give it.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:24 No.7088957
    >>7088894
    Crofters add 50 to your population, which is 10 food/month. You got a 66 in the grainary, and are making 20. Total population, crofters inc. are 220. need 44 food. You can cover them. Smyatt sugests taking them on as peasants if you feed them, it'd be within your rights, they have the option to leave if they don't like it.
    >> Anonymous 12/11/09(Fri)09:25 No.7088965
    Incorporate >>7088951 with >>7088848, but make it for the spring, give us time to prepare and send out invitations and all.
    >> Anonymous 12/11/09(Fri)09:26 No.7088982
    >>7088957
    We should attempt to take them on as peasants, but not press it. If they don't wish to they can still use the land as they had before, and offer us the same as before. Hopefully a good portion of them will accept.
    >> Anonymous 12/11/09(Fri)09:28 No.7088998
    >>7088957

    Take them on as temporary peasants - they can help with the quarry and any other building-work that could use the extra manpower.
    >> Anonymous 12/11/09(Fri)09:29 No.7089007
    >>7088982
    This would be the best way to go about it. It is risky considering home much food they give us and we don't want to piss them off to much.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:30 No.7089009
    >>7088938
    They can be kept close, but would eventually need a stable. For now the ruins out the back of the keep will do.

    >>7088951
    Tournaments can be as cheep or expensive as you want. A cheap tourney however will do the opposite of impress.
    >> Anonymous 12/11/09(Fri)09:33 No.7089033
    >>7089009

    Tournaments are a bit beyond our means at the moment - however, an enjoyable hunting trip in our extensive forests would probably go down a treat, if we dress it up nicely with some pomp and ceremony. A trip to the hunt-goddess' temple to pay our respects, then a ride in search of sport in good company - we can bring Leold along with us, he's a stout fellow and good hunting companion - before returning to the keep to feast on what we've caught and enjoy some of our home-brewed beverages, at which point we can present His Lordship with this token of our esteem.
    >> Anonymous 12/11/09(Fri)09:33 No.7089034
    >>7088998
    Exactly. Have them work other places while food is low. Offer those that like the idea of working someplace other than the fields a permanent place amongst the villagers. Also sell them on benefits such as having a trained healer able to take care of their needs.
    >> Anonymous 12/11/09(Fri)09:34 No.7089048
    >>7089009
    Prepare for a tournament near the start of spring, to commemorate our first (hopefully) successful year. Invitations out to any big players nearby/ anyone our advisers think may want to come. With a fresh workforce we can prepare adequately.

    Also, prepare for sword ceremony then and potential meeting with dragon lady.
    >> Anonymous 12/11/09(Fri)09:38 No.7089084
    I'm fine with having a local festival, complete with archery competitions, music, stories, wine, and the like. But having a tournament where we invite other nobles may be just a tad bit out of our reach at the moment.
    >> Anonymous 12/11/09(Fri)09:42 No.7089112
    I'm assuming Crofters already have places to stay... so I think we can move the 5 guys who have been working on shabby huts to gathering Peat.

    We need money for any potential festival/tourney we may have, and we definitely may need it buy more food.
    >> Anonymous 12/11/09(Fri)09:42 No.7089116
    translate the hunting scroll first, it may help us gather food during the winter, and we don't have any use for the magic scroll yet.
    >> Anonymous 12/11/09(Fri)09:44 No.7089129
    Perhaps we should look at improving the peasant's lodgings in the future? Happy peasants are productive and less likely to burn you in effigy.
    >> Anonymous 12/11/09(Fri)09:45 No.7089143
    >>7089084
    That's why wait until spring. With as far as we've come since we started, we'll make decent progress through the winter yet. Besides, let's set it as a goal to aspire to and give the peasants, who until very recently, were living in a crappy backwater, something to take pride in.

    Hoorah for SECOND-RATE backwaters!
    >> Anonymous 12/11/09(Fri)09:46 No.7089146
    >>7089129
    I'm all for this, but christ it take 5 of them one month to put a cruddy little hut together. I don't see them getting better at this any time soon... And our only real scholar of the group is busy translating.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:49 No.7089159
    >>7088934
    60 progress instant.

    >>7088916
    +18/turn

    >>7089007
    They join the ranks of the peasantry happily. living in the village they have built they set up a second village, and call it Thom's Mercy. They were expecting being kicked out, for not keeping their crops well enough, so they're very happy.
    >> Anonymous 12/11/09(Fri)09:49 No.7089163
    >>7089146

    We've got a couple of dozen peasants working at the quarry. By the time it's completed they'll be pretty good at masonry, which will allow them to construct stone-built houses faster than baseline peasants could.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:51 No.7089174
    NEW MONTH
    MONTH: NOTOBER

    TREASURY
    Cash: + 13 gold / month.
    Outgoings: -5gold/month to the masons
    Profit: +8 gold / month.
    Total: 9g 6s 75c
    Debt: 20gold to Brother

    STOCKPILES
    Wood remaining: 60/200 - 10/month Stockpile.
    Food: 22(Sunacps) 22/200 Small Granary
    Leather: 0/0 No storage
    Alcohol: 20(Suncap Ale)/100 Small Brewery/Tavern

    SUPPLIES
    3 carts
    3 fuses
    BOOM 20 + 40 = 60 progress. Bad luck guys. Lucky you didn’t roll a one, I had some surprises planned if you did. Also you use 2 fuses in your attempt to make it work.
    Hunting Scroll
    Magic scroll

    Make sure you say which roll is which. First in roll counted.
    Which scroll to translate first?

    POPULATION
    221 pop’n:
    145 Workers, 13 soldiery, 50 free men, 8 assistants, You
    222

    LAND:
    20 plots of Turnips
    5 plots of rice

    FOOD
    44 Food needed/month
    20 Food production/month
    -- Food wasted/month
    Need 24 food from granary.

    LODGINGS
    Village: Worker Accommodation.
    24 Crude huts (5 Workers) +1/turn
    100/120 Full, 1 spare.

    Thom’s Mercy
    6 Share-houses (10 each)
    50/60, 1 spare

    Keep: Standard Accommodation
    1 Dilapidated Barracks (20 Soldiers)
    8/20
    5 Good Rooms (1 Person)
    5/5 (Erik, You, Smyatt, Zeek, Leold)
    5 Poor rooms (1 Person)
    3/5 (Marcus, Baldric, D Ganob)
    3 Dilapidated Rooms
    3/3 (Masons x 3)
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:53 No.7089184
    LIVESTOCK
    Cows: 6
    - 6 Draught: Quarry
    Bulls: 2
    - 2 Draught: Quarry

    10 Nanny goats
    - Grazing
    5 Billies
    - Grazing

    WORKERS 145
    130 peasants
    - 2 peasants herding goats (10 nanny goats, 3 billies) 2 billies die of exposure
    - 1 peasant herding cattle (5 cows, 2 bull) 1 cow dies of frost
    - 20 peasants on turnips (10 food/turn)
    - 10 peasants on rice (2/plot) (3/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Brewing (+5 Suncap Ale/month)
    -38 Building Quarry 315/500 (Using 10wood/turn) + 8 Cattle Draught +18 a turn from 3 ropes = +83/turn

    PROMOTIONS
    Peat Miners:
    10 Gathering Peat + 3Carts makeing 13g a month, even

    PROMOTIONS from hunting scroll, teaches new snare techniques.
    5 hunters:
    -5 hunting. (15 units of venison/month)

    SOLDIERS 13
    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen (Sheriff)
    - 2 With peat collectors
    - 2 guarding keep and village

    8 Yeomen (Combat Strength 2)
    -8 training by Sheriff.

    ASSISTANTS
    8 Assistants
    - Leold: Chillin'
    -Smyatt: Illin'
    - Doobs: BACK AND KNIGHTIN' ABOUT
    - Erik: Translatin’
    - Zeek: Nursing peasants through the winter
    - Baldric: Finding some way to make turnip scumble without the turnips. Failing.
    - Marcus: Cookin'
    - Shorty: Squiring DOOOOOBS
    >> Anonymous 12/11/09(Fri)09:53 No.7089190
    >>7089174
    ROCKTOBER would have fitted more with OREGUST.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:54 No.7089200
    >>7089174
    Whoops WRECKVEMBER* DUNDUNDUN!
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)09:57 No.7089219
    The crofters have joined you permamently, in the new village of Thom's Mercy. What jobs will you put them on?

    Remember you can't increace a crop by more then half in any given month.
    >> Anonymous 12/11/09(Fri)09:57 No.7089220
         File1260543443.jpg-(66 KB, 750x600, I Say.jpg)
    66 KB
    >> Anonymous 12/11/09(Fri)09:57 No.7089222
    >>7089159
    Can we get a basic map of the layout? It would help with further development and planning ideas.

    Also, see if we can't recruit a few more volunteers for military service, we have a bit more to protect now.
    >> Anonymous 12/11/09(Fri)09:59 No.7089234
    I want to do this with Dark Heresy or Rogue Trader. In the meantime, I'm thinking we should at some point start a cult. Not sure about what, but it should involve subterranean temples to retarded things of immense power. (our peasants should be sacrificing things to a pony)
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:01 No.7089249
    >>7089222
    Sure, I'll have it for tomorrow evening. We'll finish the year then I better sleep, it's 1am and I got work tomorrow.

    You have 50 crofters-come-peasanrty looking for jobs.
    >> Anonymous 12/11/09(Fri)10:01 No.7089251
    >>7089234
    I do not second this, however:

    Are there, by chance, any "Holy Grail" type objects or crusade-ish wars going on in our world that we know about?
    >> Anonymous 12/11/09(Fri)10:03 No.7089265
    >>7089249
    I'd say put half to the quarry work, see if we can't recruit about 5, another 5 to peat harvesting, the rest to the fields or straightening up the keep.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:04 No.7089273
    >>7089251
    There are always wars with the nords and the various northern tribes up north. South there is the war with the Black Isles, a gathering of pirate gnomes, elves and humans. Far away, across Erondia to the East there is wars with the eastern desert tribes, but that's a years ride just to get there.
    >> Anonymous 12/11/09(Fri)10:06 No.7089289
    How many more men would it take to increase our quarry production to 93?

    I know that supervised men only goes up to 40.

    That said, we REALLY need to increase our food. I say +5 hunters, +4 rice fields at the very least.
    >> Anonymous 12/11/09(Fri)10:08 No.7089313
    >>7089249

    Whack 10 of the crofters-turned-peasants onto peat-harvesting, that's our cash crop for the moment. 25 others onto building soemthing useful - a smokehouse, maybe? 10 more of them onto the quarry, and the remaning 5 of can be assigned to performing renovations as best we can manage - it'd be good to get the barracks and dilapidated rooms in the Keep all spruced up in time for Spring.
    >> Anonymous 12/11/09(Fri)10:09 No.7089318
    Increase food production as much as possible with the new workforce, use the rest in the quarry.
    >> Anonymous 12/11/09(Fri)10:09 No.7089321
         File1260544196.jpg-(26 KB, 343x450, cameron_diaz68_47f64dfa2f52a-t.jpg)
    26 KB
    >>7089273
    Long shot, but:

    >Erondia

    >camERON DIAz

    ?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:13 No.7089344
    >>7089321
    Nope. Erondia doesn't have any stuff in the name. Your Mason man with a name might be worth looking into. Hint: For G--- and M---.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:15 No.7089358
    This ok?

    WORKERS 145
    130 peasants
    - 2 peasants herding goats (10 nanny goats, 3 billies) 2 billies die of exposure
    - 1 peasant herding cattle (5 cows, 2 bull) 1 cow dies of frost
    - 30 peasants on turnips (15 food/turn)
    - 15 peasants on rice (2/plot) (0/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Brewing (+5 Suncap Ale/month)
    -66 Building Quarry 430/500 (Using 10wood/turn) + 8 Cattle Draught +18 a turn from 3 ropes = 115+/turn
    -4 training to be yeomen under DOOOBS

    PROMOTIONS
    Peat Miners:
    15 Gathering Peat + 3Carts makeing 18g a month

    PROMOTIONS from hunting scroll, teaches new snare techniques.
    5 hunters:
    -5 hunting. (15 units of venison/month)

    SOLDIERS 13
    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen (Sheriff)
    - 2 With peat collectors
    - 2 guarding keep and village

    8 Yeomen (Combat Strength 2)
    -8 training by Sheriff.
    >> !!jAcA05ONJTM 12/11/09(Fri)10:15 No.7089359
    >>7087298
    MR.BEAN!
    >> Anonymous 12/11/09(Fri)10:18 No.7089376
    can anyone roll for the hunting scroll, i'm not sure how to do it.
    >> Anonymous 12/11/09(Fri)10:19 No.7089385
    >>7089358
    >-66 Building Quarry 430/500 (Using 10wood/turn) + 8 Cattle Draught +18 a turn from 3 ropes = 115+/turn
    >430 + 115= 545

    Holy crap, way too many people working on the quarry.

    Take 10 off quarry.
    5 to peat
    5 more hunters if we can (best food to person ratio).
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:25 No.7089427
    WORKERS 145
    130 peasants
    - 2 peasants herding goats (10 nanny goats, 3 billies)
    - 1 peasant herding cattle (5 cows, 2 bull)
    - 30 peasants on turnips (15 food/turn)
    - 15 peasants on rice (2/plot) (0/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Brewing (+5 Suncap Ale/month)
    -56 Building Quarry 430/500 (Using 10wood/turn) + 7 Cattle Draught +18 a turn from 3 ropes = 99+/turn
    -4 training to be yeomen under DOOOBS

    20 Peat Miners:
    - 20 Gathering Peat + 3Carts makeing 23g a month

    10 hunters:
    -10 hunting. (20 units of venison/month) (New hunters learning at 1/3)

    SOLDIERS 13
    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen (Sheriff)
    - 2 With peat collectors
    - 2 guarding keep and village

    8 Yeomen (Combat Strength 2)
    -8 training by Sheriff.

    Better?
    >> Anonymous 12/11/09(Fri)10:26 No.7089431
    >>7089427
    works for me
    >> Anonymous 12/11/09(Fri)10:27 No.7089446
    >>7089427
    Sounds good
    >> Anonymous 12/11/09(Fri)10:28 No.7089453
    Looks good and very profitable, actually.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:30 No.7089469
    NEW YEAR!
    MONTH: JANUS

    TREASURY
    Cash: + 23 gold / month.
    Outgoings: -5gold/month to the masons
    Profit: +18 gold / month.
    Total: 27g 6s 75c
    Debt: 20gold to Brother

    STOCKPILES
    Wood remaining: 50/200 - 10/month Stockpile.
    Food: 13(Sunacps) 13/200 Small Granary
    Leather: 0/0 No storage
    Alcohol: 25(Suncap Ale)/100 Small Brewery/Tavern

    SUPPLIES
    3 carts
    3 fuses
    Magic scroll (1/? To translation)

    POPULATION
    221 pop’n:
    145 Workers, 13 soldiery, 50 free men, 8 assistants, You
    222

    LAND:
    30 plots of Turnips
    10 plots of rice

    FOOD
    44 Food needed/month
    35 Food production/month
    -- Food wasted/month
    Need 9 food from granary.

    LODGINGS
    Village: Worker Accommodation.
    24 Crude huts (5 Workers) +1/turn
    100/120 Full, 1 spare.

    Thom’s Mercy
    6 Share-houses (10 each)
    50/60, 1 spare

    Keep: Standard Accommodation
    1 Dilapidated Barracks (20 Soldiers)
    8/20
    5 Good Rooms (1 Person)
    5/5 (Erik, You, Smyatt, Zeek, Leold)
    5 Poor rooms (1 Person)
    3/5 (Marcus, Baldric, D Ganob)
    3 Dilapidated Rooms
    3/3 (Masons x 3)
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:31 No.7089481
    LIVESTOCK
    Cows: 6
    - 6 Draught: Quarry
    Bulls: 2
    - 2 Draught: Quarry

    10 Nanny goats
    -10 Grazing
    3 Billies
    - 3 Grazing

    WORKERS 145
    130 peasants
    - 2 peasants herding goats (10 nanny goats, 3 billies)
    - 1 peasant herding cattle (5 cows, 2 bull)
    - 30 peasants on turnips (15 food/turn)
    - 20 peasants on rice (2/plot) (0/3 grown)
    -2 peasants renovating town.
    -2 gathering wood – 20 per month
    -5 Brewing (+5 Suncap Ale/month)
    -51FINISHED Building Quarry. WHOOO WHOO! Want to keep on a mason? D. Ganawb wants to know.
    -4 training to be yeomen under DOOOBS

    20 Peat Miners:
    - 20 Gathering Peat + 3Carts makeing 23g a month

    10 hunters:
    -10 hunting. (20 units of venison/month) (New hunters learning at 1/3)

    SOLDIERS 13
    5 men at arms (Combat Strength 4 + 1 for equipment)
    - 1 further training yeomen (Sheriff)
    - 2 With peat collectors
    - 2 guarding keep and village

    8 Yeomen (Combat Strength 2)
    -8 training by Sheriff.

    ASSISTANTS
    8 Assistants
    - Leold: Chillin'
    -Smyatt: Illin'
    - Doobs: Tainging Yeomen
    - Erik: Translatin’
    - Zeek: Drink spillin'
    - Baldric: Air Lute
    - Marcus: Cookin'
    - Shorty: Squiring DOOOOOBS, Helping him train yeomen
    >> Anonymous 12/11/09(Fri)10:32 No.7089492
    >>7089469
    Haha.

    Digga Nob? Seriously?
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:34 No.7089504
    Ok archive and slepe time for me, it's 1:30 am, and I got work in the morning.
    >> Anonymous 12/11/09(Fri)10:35 No.7089516
    >>7089504
    Awesome. Thanks for this.

    See you next time.
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:37 No.7089535
    >>7089492
    Yep. About time, and just in time.

    D.Ganawb decides to stay on, rather then let one of the more junior masons.

    Advisor Gained:
    Dan Ganawb: Mason
    >> Quest Lord !!7ls3wo7NoED 12/11/09(Fri)10:40 No.7089567
    >>7089516
    Cheers, see you then. Tomorrow from 9ish my time. Probably.

    That'd be 19.5 hours from now more or less.
    >> Anonymous 12/11/09(Fri)10:41 No.7089571
    >>7089535
    Badass.

    So badass.

    Sleep well, Sir.
    >> Anonymous 12/11/09(Fri)10:41 No.7089579
    >>7089567
    So are you in QLD or WA?
    >> Anonymous 12/11/09(Fri)10:46 No.7089610
    Playing with tournament idea, how does this look for a basic schedule?

    Day 1
    Morning to Afternoon
    -Last minute preparations
    Evening
    -Official start to festivities
    -Opening Feast
    -Presentation of sword
    -Ball/Masquerade?

    Day 2
    Morning to Noon
    -Prayers to gods/goddesses
    -Great Hunt
    Noon to Evening
    -Peasant festivities
    -Archery Competition
    -Sword/mace/individual jousting lists
    Evening
    -Feasting
    -Some form of entertainment? Magician or Dancers perhaps?

    Day 3
    Morning
    -Peasantry activities
    -Preparation for finale
    Noon to Afternoon
    -The Melee (Main Event)
    Evening
    -Award Ceremony
    -Final feast/ball
    -End of the official celebration



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