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  • File : 1277432164.png-(196 KB, 1175x581, New Riata50.png)
    196 KB COLONIAL QUEST PART V duck_murderer !hoaRoCu48g 06/24/10(Thu)22:16 No.10723622  
    Previous thread:

    Good morning settlers, and welcome to colonial quest part V.

    This past year has it its ups and downs for serenity ant its inhabitants. Heretics were found among our populus, forcing us to take measures to prevent the spread of heresy. Into addition of this, an orc raid put one of our mines temporarily out of commision.

    In lighter news, we've discovered gold on St.Loki's isle, albeit small amounts, serenity continues to grow fast and is becoming one of the strongest colonies in the region, and the duke has gotten married to the tiefling Grand Duchess Vera Feodorovna after she came to our settlement seeking political asylum, and is now pregnant with the dukes seed and expects to give birth in 5 months time

    So far the people are mostly happy with your efforts to improve the settlement, but are in an uproar about the fact their settlement can be labled 'the dirtest in all of New Riata'

    Current time is year 461, december
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:17 No.10723638
         File1277432227.png-(6 KB, 301x358, Guide.png)
    6 KB
    Settlement Name:serenity
    Population:288 men, 271 women, 67 kids (Varinian)
    44 men, 41 women, 9 kids (tiefling)
    4 men, 10 women (Goblins)
    36 Orc slaves
    Food stuffs: 9 months
    Equipment: 155 muskets
    21 pistols
    5 cannon
    21 polearms
    50 breast plates
    gunpowder for 5,000 shots
    200 swords
    50 sythes (farm equipment)(in use)
    25 wood axes
    25 pick axes
    building tools for 30 workers
    71 cows, 7 bulls
    104 sheep
    178 chickens, 34 roosters
    83 pigs
    30 horses
    18 wolves
    31 dogs
    4 hippodiles, baby
    4 units of iron ore

    2 royal stallions
    Baron Kaufmann
    Duke Alexander
    Grand Duchess Vera Feodorovna
    Doctor McKidd
    Captain Petrovski
    >> Gotaids 06/24/10(Thu)22:18 No.10723661
    rolled 1 = 1

    Build more farms
    >> Hats 06/24/10(Thu)22:20 No.10723699
    Instead of farms we should set up a ranch so we can have a steady meat income.

    We also need to find out who snitched on the duchess
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:20 No.10723706
    skilled settlers
    5 doctor/barbers
    2 animal trainers.
    5 teachers
    79 royal marines
    18 fessian mercs
    50 standing militia
    8 Winged Hussars
    18 hunters
    10 scouts
    59 veteran settlers
    30 woodsman
    215 farmers
    40 sailors
    2 blacksmiths
    5 gunsmiths
    5 bell makers
    48 miners
    20 fishers
    11 brewer
    5 emissaries/diplomats
    4 priest of the holy mother
    4 tanners


    crops:capable of sustaining 1400 settlers for 6 months
    Ale for 600 people if they had 1 flaggon a day

    Dukes Fort
    several houses
    stone walls
    market place
    14 farms
    1 windmill
    woodsman huts
    watch tower (4 militiamen, 4 marines)
    Medium shipbuilder
    Shipbuilder
    blacksmith
    dock
    Gunsmith

    Large transport, Eversor
    small frigate, Noname

    mining camp (10 marines, 18 miners, 46 orc laborers)

    Fort loki
    (10 Fessians, 30 marines, 4 cannon)

    Goblin settlement "Danara"
    pop: 210 people
    20 prisoners
    30 standing militia
    75 pigs
    28 cows
    25 horses
    capable of supporting 500 people
    Income of 1 unit of stone per month
    income of 3 unit of lumber per month
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:21 No.10723719
    >>10723699

    You've had a ranch for awhile.
    >> Anonymous 06/24/10(Thu)22:21 No.10723730
         File1277432513.jpg-(109 KB, 600x900, Longnail_by_OchreJelly.jpg)
    109 KB
    Fantastic, good to have you back again duck. I went searching the depths of deviant art to find some possible images of the duchess. Also, since we're looking like the dirtiest settlement in the area we might want to look into importing some soap.
    >> Hats 06/24/10(Thu)22:22 No.10723749
    >>10723706

    Train up 5-10 more scouts seeing as we go through them rather quick.

    Anyone have any ideas on what to do with the small and medium transports we have?
    >> Anonymous 06/24/10(Thu)22:24 No.10723788
         File1277432684.jpg-(246 KB, 738x950, 90b94e3083873a45992791cec6459c(...).jpg)
    246 KB
    >>10723730
    Then there's the possibility of making some spas or bathhouses. We could at least build some sort of primitive laundromat in the cities so our people have clean clothes. Which reminds me, have we entered the textile industry yet? We may want to start planting cotton or the local equivalent.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:24 No.10723790
         File1277432687.jpg-(199 KB, 669x743, the duchess.jpg)
    199 KB
    >>10723730

    I just dont think there is a sutible, existing photo of her that'd do. If you combined the 2 horns, hair and clothing with everything else of this, theres your duchess
    >> Anonymous 06/24/10(Thu)22:25 No.10723805
    >>10723730
    Import??!

    Kwel'faiik!

    We're not paying a dime to bring in that stuff.
    We can make it right here, with nothing more than the ash from our fires and the fat from our meat.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:26 No.10723811
    >>10723749

    The small are fishing vessels, the medium transports mining goods.

    >>10723751

    Created a background thread for this
    >> Anonymous 06/24/10(Thu)22:26 No.10723826
    >>10723788
    We need a sewage system and basic hygiene procedures more than that.
    Garbage disposal of some sort wouldn't hurt either.
    >> Anonymous 06/24/10(Thu)22:27 No.10723829
         File1277432821.jpg-(114 KB, 450x590, Kitty_by_sporeboy.jpg)
    114 KB
    >>10723790
    Yeah, I posted that one yesterday. Also, can we convert five or so settlers into janitorial staff? They'd do things like move garbage outside of the city and generally clean things.
    >> Anonymous 06/24/10(Thu)22:29 No.10723881
    >>10723829
    How small are our goblins? Could they feasibly dig a sewage tunnel for a few communal shithouses?
    >> Minuteman 06/24/10(Thu)22:30 No.10723883
    >>10723749
    search further west along the coast maybe? Also a longer-ranged scouting party in that direction could find us more useful resources
    >> Anonymous 06/24/10(Thu)22:30 No.10723903
    >>10723788
    WHAT THE FLYING FUCK IS IT WITH /TG/ AND FUCKING BATHHOUSES?!

    BUILD WEAPONS.
    BUILD SHIPS.
    BUILD WALLS, ROADS, FORGES AND OTHER INDUSTRY.

    ANYTHING BUT THESE FUCKING USELESS BATHHOUSES!

    Caps lock is cruise, blah blah blah.

    POINT being: yes it's good to have 'fresh clothes' and 'fair smelling folk' but at the developing stages of a COLONY... it's pretty FUCKING USELESS.

    At least in my humble opinion.
    >> Hats 06/24/10(Thu)22:32 No.10723930
    >>10723903

    While I agree with this we might have to do it if the general public is all in a huff about it.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:33 No.10723955
         File1277433196.png-(196 KB, 1175x581, New Riata51.png)
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    Year 462, January

    Several settlers, not exactly happily, have been assigned to janitorial duties in the settlement to keep it clean, in addition to a public bathhouse being built by the river and a spa and sauna built into the dukes fort.

    Old man Jonah came running back into the settlement terrified today. He told stories of 'things that looked like forces, but everything was wrong. Necks as long as pikes, yellow, spots everywhere!'. After we got him sobered up, we sent out a search party to discover that a Giraffe herd has moved into the area, 4km west of the mining camp.

    The Eversor is 1 month away from serenity.

    +sanitation
    >> Anonymous 06/24/10(Thu)22:33 No.10723963
    >>10723903
    Enjoy diarrhoea-ing to death
    >> Minuteman 06/24/10(Thu)22:34 No.10723971
    >>10723903
    until we start getting dysentery/bubonic/every other filth-related ailment possible. think dorf-fort, shitty cloths and a dirty self lead to bad thoughts. do you want our colony to rage-spiral? I thought so. Cleanliness may be expensive and time consuming but its better than the alternatives
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:34 No.10723972
    >>10723881

    Goblins average between 4-5 feet tall.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:35 No.10723995
    >>10723971

    Yeah, i was going to hit you guys with that if you waited one more year.
    >> Anonymous 06/24/10(Thu)22:35 No.10724002
    >>10723972
    Heck, it's doable.
    How do you guys feel about employing some goblins to build some mini-tunnels to set up a sewage system?
    >> Anonymous 06/24/10(Thu)22:35 No.10724016
    >>10723963
    If your shits running like water, I'm betting it has more to do with diet or quality of water than if you scrubbed your pits this morning...
    >> Anonymous 06/24/10(Thu)22:35 No.10724017
    >>10723995
    Arghh don't tell us!
    It kills the arguments >=(
    >> Anonymous 06/24/10(Thu)22:36 No.10724024
    >>10723955
    Giraffe's? Sounds like an excellent addition to hippodile we'll be sending to the motherland. Have the baron, a couple animal trainers, and a small force of five marines out to snag a couple. At this rate we'll be able to give the king a private zoo's worth of animals.
    >> Hats 06/24/10(Thu)22:36 No.10724037
    >>10723955
    Is no one else concerned about the fact we might have a spy in our town?

    Lets capture a few of the young ones to raise. Upgrade the building the hippodiles are in to accommodate them. Also can we start growing a field or 2 of the Ember berry?
    >> Anonymous 06/24/10(Thu)22:36 No.10724043
    >>10724024
    I wonder what giraffe tastes like?
    >> Minuteman 06/24/10(Thu)22:38 No.10724073
    >>10723955
    catch/tame those giraffes!! send them back to the homeland as domesticated exotic pets!!
    >>10723788
    maybe thats what we should do with Normandy/Danara as right now its just sitting around doing nothing for us...
    >> Anonymous 06/24/10(Thu)22:38 No.10724077
    >>10724002
    I like it, but it sounds like it'll be a bigger task then just sending the buggers to dig one out. We'll need some serious stone and probably some sort of architectural planning if we don't want to cause them to collapse.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:39 No.10724100
    >>10724077

    and bingo was his name-o
    >> Hats 06/24/10(Thu)22:40 No.10724112
    >>10724073

    We could also ramp up our brewing so we can export ember drink more consistently. Lets not forget about the goblin Viagra or the other drink that cured constipation(although it killed you in the process)
    >> Anonymous 06/24/10(Thu)22:40 No.10724114
    >>10724037
    I'll second the motion to route out the spy in this town, have the dynamic duo search for him. We should also consider hiring some professional spies the next time we stock up The Eversor.
    >> Anonymous 06/24/10(Thu)22:41 No.10724130
    >>10723971
    Heck, it's not even that expensive or time consuming.
    Clay pipes / aqueduct + screw pipe / natural elevation to bring water in, covered pipes to take it back out.
    After that it's just a matter of getting people to convene and wash themselves once a day / every other day, and piss / shit in a centralised location. Being a convenient source or water people are also more inclined to wash hands and such.
    >> Minuteman 06/24/10(Thu)22:42 No.10724141
    >>10724077
    we do have a reasonable Dwarf minority, and are generating quite a bit of stone... I dont see why we shouldn't really. the extra culture/cool factor (this is colonial era setting, so running/working sewage system would be brick-shittingly cool to people) combined with our spa/bath-house we could probably attract European noble/rich tourists to help fuel our economy with it)
    >> Anonymous 06/24/10(Thu)22:42 No.10724157
    >>10724112
    I just had another idea, we'll build an addition to the brewery and create an R&D wing. It'll focus on experimenting with all types and combination of berries to create new brings. Stock it with some test cattle and anyone who wants to volunteer to be a lab rat.
    >> Anonymous 06/24/10(Thu)22:43 No.10724169
    >>10724077
    They'd be shored up with wood, which I think is sufficient for the construction of the tunnel itself. Failing that, one could simply dig ditches, lay pipes, and then fill the ditches back in.
    >> Hats 06/24/10(Thu)22:43 No.10724177
    Do we have a ranch capable of giving the town a steady supply of meat?
    >> Minuteman 06/24/10(Thu)22:45 No.10724207
    >>10724157
    so... normandy the New worlds center of cloths, textiles and strange brews and tonics. I like it!!!
    >>10724130
    so, the public bath-house? people still use their chamberpots when not there, but MUST dump them at the bath-house or get sent to the stockades? you have to dump the chamber-pots eventually and since your already at the bath-house...
    >> Hats 06/24/10(Thu)22:45 No.10724209
    >>10724169
    Remember we are dealing with people that have a 18th century education... not a lot. Next time we send the Eversor back to Europa we can get an architect and build the sewage system
    >> Anonymous 06/24/10(Thu)22:48 No.10724260
    So far we have:

    Goblin sewage tunnels (That may require some serious stone + engineering)
    Root out possible spy in town
    Upgrade the hippodile pen
    Upgrade the brewery, experiment with drinks with a possible R&D wing
    Constructing a ranch to increase the productivity of our livestock
    Constructing some form of cloth processing center
    >> Bathhouse hater 06/24/10(Thu)22:48 No.10724263
    >>10724130
    This is okay. Public wells, aquaducts, and running water is okay.
    Sewage runoff and garbage disposal are even encouraged...

    Heated saunas, jacuzi's, and other 'bathhouse' amenities are NOT okay.

    Do it like the Romans: bring in a SHITTON of water via aquaducts, have it available publicly, and people should be able to do the rest.

    We're in the process of public works, not private enterprise. Although we should charge them for it.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:48 No.10724266
         File1277434114.png-(196 KB, 1175x581, New Riata52.png)
    196 KB
    Year 462 of our holy mother, February

    The baron and his party succeded in capturing 3 Giraffes, after killing 13 of them and scaring the rest of the herd away. They are being raised in the same facility as the hippodiles, but no necessary in the same pen. Another bath house has been built for normandy to increase the sanitation of the normandy garrison and peoples.

    2 crops of Ember berries have been made for for our settlement, capable of allowing us to produce enough ember drink for 300 people a year at one flagon per person.

    roll 2d20

    (also, heres the link to the thread giving background information on all characters >>10723733)
    >> Anonymous 06/24/10(Thu)22:48 No.10724272
    >>10724157
    drinks* I can't trust spell check anymore.
    >> Hats 06/24/10(Thu)22:49 No.10724279
    >>10724260
    Thanks for making a list. Also second the list in that order.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:49 No.10724287
    >>10724266

    oops, forgot to include the Eversor is back and you now have an extra.

    25 Marines
    10 Fessian mercs
    10 Settlers
    15 farmers
    20 Miners
    20 Sailors

    8 cannon (only for the frigate)
    >> Hats 06/24/10(Thu)22:50 No.10724310
    Oh crap we don't have a captain for our warship. Lets get it operating at least.
    >> Bathhouse hater 06/24/10(Thu)22:51 No.10724314
    >>10724266
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:51 No.10724324
    >>10724310

    You don't need a captain, it just improves its operations if it does.
    >> Minuteman 06/24/10(Thu)22:51 No.10724327
    rolled 5, 3 = 8

    >>10724266
    may as well eat the corpses then.
    So, no budding textile/R&D in Normandy or start on the sewage/public works program yet? meh. And yea, a proper ranch for all of our livestock would probably be a good idea
    >> Anonymous 06/24/10(Thu)22:52 No.10724345
    rolled 18, 7 = 25

    >>10724260
    thirding
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:52 No.10724347
    >>10724327

    ill do that next along with your random event.

    Also, what the fuck are you people naming the frigate.
    >> Hats 06/24/10(Thu)22:53 No.10724375
    >>10724324
    Wait a second doesn't the Duke know naval combat?

    Lets get a proper ranch set up between Serenity and Normandy.
    >> Minuteman 06/24/10(Thu)22:54 No.10724390
    >>10724347
    something noble/defensive methinks, as that is its purpose.

    the Shieldmaiden perhaps?
    >> Anonymous 06/24/10(Thu)22:55 No.10724417
    >>10724263
    Heated water (via a big boiler) is pretty trivial, and soap (albeit in it's unscented liquid form) is not difficult to produce.

    Hygiene is fun and easy!
    >> Hats 06/24/10(Thu)22:56 No.10724429
    Lets call her the Hessen
    >> Anonymous 06/24/10(Thu)22:57 No.10724449
    - She's one of ours

    - The angry Hippodile

    - Vera
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)22:58 No.10724473
    >>10724429

    You

    Stop watching sleepy hollow
    >> Anonymous 06/24/10(Thu)22:59 No.10724494
    >>10723790
    The next time a draw thread comes around I'll submit a request for her like I did for the hippodile. If we're lucky another kind drawfag will give us a proper picture.
    >> Hats 06/24/10(Thu)22:59 No.10724500
    >>10724473
    Oh damn... didn't even realize it. Actually got the name from here.

    http://aboutfacts.net/Weapons28.htm
    >> Minuteman 06/24/10(Thu)23:02 No.10724554
    >>10724417
    indeed, one fairly large public bathhouse/chamber-pot dump centrally located would be an excellent idea (maybe have some small private pay-to-use rooms in it as well? otherwise have it segregated so that it doesn't seem like an orgy room)
    >>10724449
    Vera might work... if the Varnians have warmed up to the Duchess yet...
    >> Anonymous 06/24/10(Thu)23:03 No.10724588
    Possible plan of action based upon agreed items (please contribute / change):

    >Goblin sewage tunnels (That may require some serious stone + engineering)
    What do we need for this, apart from some stone, wood and goblins?
    An engineer?
    Best request one from the Eversor, and possibly set aside some resources in anticipation for his arrival.

    >Root out possible spy in town
    How should we go about this?

    >Upgrade the hippodile pen

    >Upgrade the brewery, experiment with drinks with a possible R&D wing
    Tell the brewers to start messing around?
    Probably a bit much to use whole cows, and a bit irresponsible to use humans for experimentation?

    >Constructing a ranch to increase the productivity of our livestock
    We need some wood and some ranchers?
    Fences + Sheds?
    Could woodsmen double as ranchers?

    >Constructing some form of textile center
    Wood, looms, skilled workers, raw textile material...
    >> Hats 06/24/10(Thu)23:05 No.10724610
         File1277435114.gif-(128 KB, 310x571, SherlockSmall.gif)
    128 KB
    >>10724588
    For the spy we have the good doctor and the duke.
    >> Anonymous 06/24/10(Thu)23:06 No.10724627
    >>10724588

    >Upgrade the brewery, experiment with drinks with a possible R&D wing
    Tell the brewers to start messing around?
    Probably a bit much to use whole cows, and a bit irresponsible to use humans for experimentation?

    That's why we're only using volunteers, and only then on brews that have been proven nonlethal to the test livestock. We'll only need a cow or two, we have seventy one of them, we can afford to spare some.
    >> Anonymous 06/24/10(Thu)23:06 No.10724628
    Ummm, duck_murderer, is the calendar of the tieflings way different than the human one? If it isn't, then according to the stats you gave for the duchess, she shouldn't be born for like 150 years.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:08 No.10724648
         File1277435298.png-(197 KB, 1175x581, New Riata53.png)
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    year 462 of our holy mother, March

    Our frigate, the vera, has had cannons strapped to her as well as the new sailors assigned to her, but is still 10 men short of a full crew and cannont operate til then.

    A small ranch has been built east of the town, which is expected to quickly increase our cattle numbers, which for the time being have remained stable due to consumption.

    Major news, the colony has recieved a full sewer system for all established, permanent buildings. This has vastly increased the sanitation for both towns, and increased happiness very much so.

    In bad news today, we've lost our medium ship today. After on a routine mission too St.Loki's island during stormy conditions, she was forced far too inland and has beached herself on the tip of the island. Nobody was killed, but the ship will be out of operation until repairs can be complete.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:09 No.10724677
    >>10724610

    yeah, id love to do this, but ive got to keep up with the towns progress and your requests. So, if anybody else wants to write the story to how the good doctor and duke outrooted the spy, feel free.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:11 No.10724710
    >>10724628

    Tiefling commoners usually live for about 80 years naturally (Humans being around 60) and their nobility lives for a grand total of 150 average, which is a normal tiefling life span thanks to advance medicines and life style.
    >> Hats 06/24/10(Thu)23:13 No.10724731
    >>10724648
    Is this going to hurt our iron production?

    Begin repairs immediately and that ranch is way out there.... build some defenses around it along with a signal tower.
    >> Anonymous 06/24/10(Thu)23:14 No.10724752
    >>10724648
    Excellent, the sewage system was built. Check up on the friendly natives and ask them about any plants we could use to produce fabrics to make clothing and maybe reward them with some food if they know of some. Tell the brewers to mess around with new recipes and such. Have the hippodile pen upgraded as previously suggested, maybe even using some stone to create a facility to house the hippodiles, giraffes, and with room for more specimens.
    >> Anonymous 06/24/10(Thu)23:15 No.10724763
    >>10724710
    No, it's just that she was born in the year 618 and its 462 right now.
    >> Anonymous 06/24/10(Thu)23:15 No.10724772
    >>10724627
    Chickens, perhaps?

    A cow is a very large amount of food.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:16 No.10724782
    >>10724731

    You must now move iron by land (which you can do with your road) is all. In addition, the central ranch building is built to be fortified incase of an attack and the ranchers have muskets and swords on ranch.
    >> Minuteman 06/24/10(Thu)23:16 No.10724786
    >>10724648
    cool for the most part. Round up 10 volunteers or 10 criminals to fill out the Vera's crew, and have its first job to be ferrying some shipbuilders to St. Lokis to get our medium ship fixed.

    get some cotton growing near Normandy, and set up a (large) brewery there along with the crops to support the potential increase in booze production. Have the Eversor head back with our latest batch of trade goods, and make sure they bring us some engineers back. And start stockpiling NICE stone and wood for a bitchin' public Bathhouse as well
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:16 No.10724791
    >>10724763

    Oh fuck, that was a MAJOR mistake, thats meant to be 418
    >> Anonymous 06/24/10(Thu)23:18 No.10724815
    >>10724791
    Alright, I can dig that.
    >> Anonymous 06/24/10(Thu)23:18 No.10724818
    >>10724786
    Second this.

    What's the state of our roads + carts?
    >> Anonymous 06/24/10(Thu)23:18 No.10724821
    >>10724772
    How about pigs? They're closer to humans biologically and presumably everything else sentient on the continent, but aren't as large as cows. Plus,it'd be easier to get a pig to drink the booze than a chicken.
    >> Minuteman 06/24/10(Thu)23:20 No.10724854
    >>10724821
    and pigs reproduce/replenish faster than cows as well. seconding using pigs as the brewers new test critters
    >> Hats 06/24/10(Thu)23:21 No.10724867
    >>10724786
    Second this

    What is our iron being used for at the moment? Muskets and breastplates?
    >> Anonymous 06/24/10(Thu)23:25 No.10724926
    >>10724821
    Ah, this makes more sense
    I second this
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:25 No.10724937
         File1277436349.png-(197 KB, 1175x581, New Riata54.png)
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    Year 462 of our holy mother, April

    New settlers from the north today. We've recieved a total of 30 more tiefling settlers today, who have moved into the tiefling district in serenity. Although the people are wary of the growing tiefling population, the fact they've had time to grow used to them and that your married to a tiefling yourself, the situation is much better than it would be for most colonies.


    A brewery has been built in Normandy much to the anger of the locals.Alcohol and spirits, being banned in acra but legal in our own kingdom. Some of the locals have taken this news in greatly, gorging themselves on the new alcohol intake, but the majority of the population is against the brewery being set up. The militia had to put down a small riot to storm it, resulting in no casualties on either side.

    Cotton fields have been set up to the west of serenity, allowing us to now start a textile industry if we wanted to. Finally, repairs have began on St.Loki's island, and we assume that repairs shall be done in 2 months time.

    +30 tiefling settlers
    -Goblin trust
    -Relations with Acra
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:27 No.10724963
    >>10724867

    just muskets, 10 a month
    >> Anonymous 06/24/10(Thu)23:27 No.10724982
    >>10724937
    Damn, we'll need to repair that reputation damage. What exactly do goblins like, aside from gold?
    >> Hats 06/24/10(Thu)23:28 No.10725005
    >>10724963

    So do we have an iron excess? How much iron do we have stock piled at the moment?
    >> Minuteman 06/24/10(Thu)23:29 No.10725016
    >>10724937
    they broke the treaty, we annexed the village. they need to quit bitching and learn2map. the inhabitants of Normandy need to realize this as well. due to their previous Lords dumbassery they are now Arcans as well, making booze legal. Since Goblins mostly speak in the language of $$$ lets let a share (25% or so) of our booze income go directly to the colony (alaskan oil check style) if they actually work at making good booze.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:29 No.10725022
    >>10724982

    They are a very religious people, despite being back stabbing traitors to one and other. In addition, despite not liking the drink, they LOVE gambling of all kinds, but mostly competitions of speed or blood.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:30 No.10725036
    >>10725005

    zero, its constantly going to your gunsmith
    >> Anonymous 06/24/10(Thu)23:32 No.10725072
    >>10725022
    Well that makes things pretty simple. We can build an arena at some point in the future and allow gambling. Hell, after a while we'll be able to use the hippodile's offspring and other wild animals as fodder for competitions. The only problem I see is that gambling can cause some crime, but we should be able to handle it.
    >> Minuteman 06/24/10(Thu)23:33 No.10725085
    >>10725022
    A monthly brew-off then? we need to get them to LIKE the fact that they run a brewery/can drink no not TOLERATE IT. If they like blood, then the three worst brewers of the month must compete in a drunken horse-race. fast and bloody!!!
    >> Zack 06/24/10(Thu)23:33 No.10725090
    Duck! You started hours earlier than normal! >_<
    -Goes through reading the thread.-
    >> Minuteman 06/24/10(Thu)23:34 No.10725093
    >>10725085
    grr... *now
    >> Anonymous 06/24/10(Thu)23:34 No.10725100
    >>10725022
    We make a bet on allowing alcohol and the brewery, and win it.
    >> Hats 06/24/10(Thu)23:37 No.10725150
    >>10724937
    We can have bi-monthly horse/boat races from Normandy to Serenity.
    >> Anonymous 06/24/10(Thu)23:37 No.10725157
    >>10725022
    Do they worship the same gods we do? We can upgrade our church and get a small cathedral going if that works with them.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:39 No.10725180
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    Year 462 of our holy mother, may

    To try and calm tensions with the goblins, we announce that each town will compete in a monthly brew off, with the winning town recieving the 'brewers cup', a challis made completely from gold.

    The goblins, loving a good bet, accepted. They seem to have won this month, as well. And although many of them wont drink the devil drink, they more than support the brewery in 'kicking our tall arses'.

    No signifigant news this month

    Roll 2d20
    >> Hats 06/24/10(Thu)23:39 No.10725182
    >>10724937
    Also get some people together and go repair our ship!
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:39 No.10725196
    >>10725157

    Yes, they worship the holy mother as well, just like the majority of europan nations.
    >> Hats 06/24/10(Thu)23:40 No.10725215
    >>10725180

    Do we have more than 100 muskets currently? If we do then lets stop musket production for a bit and build a grand bell for our church tower
    >> Zack 06/24/10(Thu)23:41 No.10725225
    >>10725215
    Create a grand cathedral to go with that grand bell, in Normandy.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:41 No.10725229
    >>10725215

    You got 200, so ill stop it. For a bell tower for the church, you need to increase the church size.
    >> Minuteman 06/24/10(Thu)23:42 No.10725243
    rolled 3, 20 = 23

    >>10725180
    good enough, as long as they arent pissed about the brewery anymore its all good I guess. Maybe we should send out another scouting party since we seem to be running out of domestic issues? perhaps follow the southern river to its source and see what we can find?
    >> Anonymous 06/24/10(Thu)23:43 No.10725258
    Ahem, what's the state of our roads + carts?

    Could we repave the roads or something?
    >> Anonymous 06/24/10(Thu)23:44 No.10725268
    >>10725229
    Alright, upgrade the church and the hippodile pen/animal enclosure. We should consider more watch towers going along from Serenity to Normandy after we complete those.
    >> Zack 06/24/10(Thu)23:44 No.10725270
    Let's plant 3 more plots of Emberberries, since our alcohol production will surely expand with this contest.
    >> Anonymous 06/24/10(Thu)23:44 No.10725281
    rolled 16, 3 = 19

    >>10725180
    >> Hats 06/24/10(Thu)23:45 No.10725288
    >>10725270
    >>10725268
    Second these
    >> Anonymous 06/24/10(Thu)23:45 No.10725289
    >>10725270
    I wasn't here for the last thread... what do emberberries do?
    >> Hats 06/24/10(Thu)23:46 No.10725303
    >>10725289

    They are used to make Ember Drink.. exotic drink we can export
    >> Minuteman 06/24/10(Thu)23:46 No.10725311
    >>10725268
    >>10725270
    thirding
    >> Zack 06/24/10(Thu)23:47 No.10725327
    >>10725258
    I'd like to know this as well.

    Also, how is the crime rate in the cities/roads, duck?
    >> Zack 06/24/10(Thu)23:49 No.10725360
    Another question:
    Do we have any shops/shopping areas for our citizens?
    >> Minuteman 06/24/10(Thu)23:50 No.10725379
    >>10725360
    I do believe we have a marketplace
    >>10725327
    same here
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:50 No.10725389
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    Year 462 of our holy mother

    The church in serenity has been upgraded, but the iron required for the bell wont be ready for 2 months though, so our bell makers must wait. Regardless, the people are happy with our choice to expand the church.

    A scouting party has been sent down the river serenity to uncovered whatever they may find. 3 weeks later the scouting party returns just one man short, which they lost to a wolf. They said they had traveled a grand total of 120km, taking advantage of the river by using small row boats. the river opens up into the ocean once more, and built at the delta is another settlement, a Bernician Town about similar in size to ours. They express their greetings and wish us well.

    While the medium transport was repaired this month, before we could get her operational again, bandits struck at a caravan, killing 2 marines and 4 settlers. By time Fessians arrived at the scene, the bandits had made off with half a unit of iron ore and some gold change.
    >> Zack 06/24/10(Thu)23:52 No.10725407
    >>10725389
    Ok, we need more security. Seems like crime rate is pretty bad.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:52 No.10725410
    >>10725327

    The crime rate in the serenity is very low, mainly because being a colony people have to rely on each other, and if your known as a thief, you may not do well for years to come. in Normandy the crime rate is slightly higher, with the militia acting as the town guard. The reasons for this is most likely the hardships they endured during the annexation.

    >>10725360
    yes, you have a market place.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:53 No.10725427
    >>10725407

    it isnt that bad, these are external bandits, not internal.
    >> Zack 06/24/10(Thu)23:53 No.10725428
    How about the crime rates along the roads?
    I think we might need some watchtowers along it, or a patrol.
    >> Minuteman 06/24/10(Thu)23:54 No.10725441
    >>10725389
    sonofabitch...
    and THATS why I pushed so hard for the ship. THAT RIGHT THERE. What is the 1st colonial tied up with right now? would it be possible to set some of them to patrolling the roads to ensure shit like this doesnt happen again. And if there are bandits about how much crime is there abroad? is this sort of thing common or is the public order pretty good?
    >> Hats 06/24/10(Thu)23:54 No.10725443
    Gather 3 scouting parties together with wolves/dogs to track down the raiders. Also send an Emissary to the Bernician Town with guards to find out more and see if trade and be established.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:54 No.10725445
    >>10725428

    You have watch towers.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:56 No.10725477
    >>10725441

    entire 1st colonial is tied up in guard duties in normandy and the watch towers.

    you got 50 free marines though and 8 winged hussars.
    >> Anonymous 06/24/10(Thu)23:56 No.10725480
    >>10725389
    Right build two to three watchtowers along the road from Serenity to Normandy. Increase the amount of security we have on caravans by a man. Give the brewers a pig or two and tell them to start cranking out weird beers.
    >> Anonymous 06/24/10(Thu)23:56 No.10725482
    >>10725443
    I support this.
    Let us hunt them down, like dogs, with dogs.
    >> duck_murderer !hoaRoCu48g 06/24/10(Thu)23:57 No.10725502
    >>10725443

    what shall comprise the scouting parties, and who will lead them? Baron Kaufmann or Captain Petrovski?
    >> Hats 06/25/10(Fri)00:02 No.10725597
    >>10725502
    Scouting party being 4 marines, 1 scout, and 2 dog/wolf.
    Have Captain Petrovski lead the scout parties.

    The baron will be waiting with the majority of our men at serenity and will respond once the captain found something.
    >> Anonymous 06/25/10(Fri)00:03 No.10725621
    Are giraffes common in these parts? How rare are they in our homelands?
    >> Minuteman 06/25/10(Fri)00:04 No.10725628
    >>10725477
    break up those free soldiers into groups, one Hussar and 5 Marines to a group and have them patroll the roads, two groups for the Mine Rd. and Two for the Serenity/Normandy road. each group does two runs a day. 4 patrols total a dawn and dusk patrol, and two in between. One group does the Dawn run, the other takes the next, then the first group again then the 2nd does the dusk run, this cycles so no one group has to get up EVERY morning for the early run. the 5th group does a night run of our entire road system. After the groups fully cycle twice (back the the two patrols they started with) they switch the road their on, the Night patrolers get some time off and a new group cycles in (one of the current patrol squads moves to night). That should solve any future bandit problems
    >> Hats 06/25/10(Fri)00:08 No.10725700
    >>10725628

    there will always be bandit problems :S
    >> Minuteman 06/25/10(Fri)00:09 No.10725720
    >>10725700
    well that should cut down on it pretty heftily, between the towers and the patrols
    >> Hats 06/25/10(Fri)00:11 No.10725745
    >>10725720
    Also remember this is external bandits.. might be those damn orcs again or the gobbos being sneaky or the teifling nobles trying to get back at us for saving the duchess
    >> Zack 06/25/10(Fri)00:11 No.10725748
    I still support the three plots of Emberberries to be planted in Serenity.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:12 No.10725765
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    Year 462 of our holy mother, june

    An emissary has been sent down street with 10 marine guards too the Bernician settlement to organise trade rights and improve the relations. We should hear back from them in around a month

    Mean while, captain Petrovski lead search parties looking for the bandits, each comprised of 4 marines, 2 scouts and a hound or wolf. Eventually Petrovski himself found the bandit camp, which would be a mistake. Numbering 30 in strenght, the search party was quickly under attack and forced to make a fighting retreat, and was able to bunker down on a hill where they exchanged fire with the bandits.

    Another one of the search parties passing near the area heard the gunfire and raced back to the settlement to warn the baron. The baron immediately set out with 20 marines to relieve Petrovski and his besieged men. By time the baron had arrived, the only men alive was petrovski and a scout, the scout who would later die of his wounds. They also discovered that Petrovski And his unit, despite being wiped out, and fought off the attack single handedly with over 20 bodies at the bottom of the hill and 5 at the top where the bandits had seemed to charged. Captain Petrovski suffered Multiple gunshot wounds and several slashes, and is under care in the dukes fort.
    -4 marines
    -2 scouts
    -1 dog

    bandit problem no longer existent.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:14 No.10725796
    >>10725621

    Giraffes only exist in a few zoos in Europa.
    >> Minuteman 06/25/10(Fri)00:15 No.10725816
    >>10725765
    Give Petrovski a freaking medal. he deserves it.
    >> Hats 06/25/10(Fri)00:16 No.10725840
    >>10725765
    The captain seems to be cursed... not that bad of a curse though. Lets start a small memorial to all those who have died and are going to die in defenses of Serenity.

    Is the Eversor still in serenity? Also lets build a dock in Normandy since it doesn't have one.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:17 No.10725855
    >>10725840

    Yes, shes in dock.
    >> Hats 06/25/10(Fri)00:18 No.10725870
    >>10725855

    Do we have enough Ember Drink, durthweed, and other export to justify sending her back to Europa?
    >> Zack 06/25/10(Fri)00:20 No.10725903
    >>10725840
    I second building the dock. I've been trying to get a second ship out to Europa for two threads now. xD
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:20 No.10725910
    >>10725870

    MORE than enough. Your at the point where you can send her back every time she makes a round voyage.
    >> Hats 06/25/10(Fri)00:21 No.10725916
    >>10725903
    I don't think we have the production to justify two ships yet.

    Lets build a storehouse at the dock so we can constantly stock pile exports.
    >> Hats 06/25/10(Fri)00:21 No.10725927
    >>10725910
    Load her up and send her.
    >> Anonymous 06/25/10(Fri)00:23 No.10725953
    Did we reclaim the iron and gold after the skirmish?
    >> Minuteman 06/25/10(Fri)00:23 No.10725971
    >>10725927
    seconding, and make sure she brings back an architect or two
    >> Zack 06/25/10(Fri)00:24 No.10725976
    >>10725916
    Seems like we do have the export.
    I'm really just concerned about doubling our immigration rates from Europa.
    >> Hats 06/25/10(Fri)00:25 No.10725994
    >>10725976
    Didn't even think about that... We only have like... 450-500 people and we can support around 1400 so for now we should be good.
    >> Minuteman 06/25/10(Fri)00:26 No.10726004
    >>10725976
    doubled immigration means we can doubly increase our production. growing our infrastructure hasnt given us any trouble up to this point, so I dont see why it should in the future
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:28 No.10726036
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    year 462 of the holy mother, july

    The eversor has been sent back to europa with various exotic goods onboard as well as a Hippodile for the king.

    This month, in a ceremony, the 100s who gave their lifes had their named carved into a memorial wall inside the church. In addition, Grand Duchess Feodorovna, Heavy with child, presented Captain Petrovksi, barely standing, with 2 medals, one Varinian, One Dorovan, as well as granting him the right to grow his horns one more inch.

    The emmisarries from the Bernician Town were dropped off via ship today instead of having to row back up stream. They announced the Bernicians are willing to trade stone for wine and fine cloths.
    >> Zack 06/25/10(Fri)00:30 No.10726065
    >>10726036
    How much stone per barrel?
    How much stone per spool of cloth?
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:30 No.10726066
    you guys have a civilian population of around 750, and a total population of 850 when you include your military personal.
    >> Minuteman 06/25/10(Fri)00:30 No.10726071
    >>10726036
    as long as we arent inadvertently trading off Granite or Marble or some other ritzy stone (or all of it if we're pulling in lots of it) sounds like a good trade-off to me. Also, whats the fancy stone/wood stockpile for our awesome bathhouse looking like right now? do we have enough or do we need more yet?
    >> Hats 06/25/10(Fri)00:31 No.10726078
    >>10726036
    Most excellent. Do we have any spare stone laying around ATM? Also start stockpiling 1/3 of our monthly income of stone for trade. We can use our medium transport since we now have a road for the iron.
    >> Zack 06/25/10(Fri)00:31 No.10726082
    >>10726066
    What's our carrying capacity for population?
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:31 No.10726090
    >>10726065

    1 unit of stone for wine for 200 people a year at one glass a week.

    1 unit of stone for 100 units of cloths a month.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:32 No.10726100
    >>10726082

    1400
    >> Zack 06/25/10(Fri)00:32 No.10726101
    >>10726078
    >>10726078
    They will give US stone for wine/cloth, is what I read.
    "willing to trade stone for wine and fine cloths."
    >> Anonymous 06/25/10(Fri)00:32 No.10726103
    >Build more farms
    Summon more ziggurats.
    Additional supply depots required.
    Create more moonwells
    spawn more overlords
    http://www.youtube.com/watch?v=C5e6eG6bXAQ
    >> Minuteman 06/25/10(Fri)00:33 No.10726114
    >>10726078
    the road gets raided. thats why we build the transport in the first place. I propose we either make another Med. Transport for this or a riverboat. either would work, I would prefer/suggest a riverboat myself
    >> Anonymous 06/25/10(Fri)00:33 No.10726115
    >>10726036
    That's a good deal all around. Let's begin preparations for the birth of the little dukeling, get our good friend Dr. Mckidd in to deliver the child. Get a crib and all the other baby things made for the fort if they aren't already.
    >> Anonymous 06/25/10(Fri)00:36 No.10726169
    I can't wait for the king to get that hippodile, we're bound to get a pretty good reward on the return ship from that.
    >> Hats 06/25/10(Fri)00:36 No.10726170
    >>10726114
    It only got raided once. But I agree lets build a medium transport but if its on the river it can be raided so lets use the ocean instead.

    >>10726115
    second
    >> Zack 06/25/10(Fri)00:37 No.10726186
    >>10726103
    I think we need to construct additional Pylons.
    >> Minuteman 06/25/10(Fri)00:40 No.10726235
    >>10726170
    considering what 4 marines, 2 scouts a wolf and our Captain did to the raiders, I think a caravan guard sized unit on-board with the goods should do the trick as far as keeping it safe is concerned. remember pirates>raiders; and we would need cannons to fend them off. and we cannot into cannons
    >> Zack 06/25/10(Fri)00:40 No.10726236
    Let's construct that shipyard at Normandy.
    Can we create that bell yet?
    >> Anonymous 06/25/10(Fri)00:41 No.10726244
    So what is the Elven empire? We're going to need to get to work on finding one for the baron.
    >> Hats 06/25/10(Fri)00:41 No.10726247
    >>10726236
    We have a shipyard at Normandy just no dock :(.
    >> Zack 06/25/10(Fri)00:42 No.10726261
    >>10726247
    Sorry, the dock at Normandy. >_<
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:46 No.10726338
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    Year 462 of our holy mother, August

    Congratulations, its a boy! The Grand Duchess gave birth to a healthy baby boy this month who she is yet to christen with a name yet. It seems that the boy has Predominately human features, minus the horns.

    Meanwhile in Normandy, production has begun on another Medium transport ship in her shipyards, the first to be created.

    Finally, enough iron has been stockpiled to start building a bell for the church tower in serenity, and the bell makers have gone immediately to work.

    +Son
    >> Anonymous 06/25/10(Fri)00:48 No.10726379
    >>10726338
    Make sure the boy is raised to be just as badass as his dad
    >> Anonymous 06/25/10(Fri)00:49 No.10726386
    >>10726338
    Well I guess it's time to name him, by the way what is the Duke's last name?
    >> Minuteman 06/25/10(Fri)00:49 No.10726389
    >>10726338
    >+ Son
    something about that made me chucle.
    anyhow, we may as well do with the river near Normandy what we did with the other one, see what comes up an such
    >> Hats 06/25/10(Fri)00:49 No.10726396
    >>10726338
    Do we have enough breastplates to equip everyone in our army? If not then lets start making those again.
    We should upgrade our iron mine so we can at least get 3 iron a month.
    >> Hats 06/25/10(Fri)00:50 No.10726418
    >>10726338
    How many jobless do we have?
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:50 No.10726422
    1. you folks get to choose the boys name

    2. Bernician description

    The Kingdom of Bernicia is an oddity among kingdoms in europa as it is a constitutional monarchy, and while the king still has power over his nation, no decision he makes can be put forward without the support of the Duma, a large number a of politicians and nobles split into many different parties who are elected by the people. The majority of the population is human in the homeland, with hobbit minorities, her overseas empire comprises of large swaths of the far south she has carved up, and smaller amounts of the new world.
    >> Minuteman 06/25/10(Fri)00:51 No.10726430
    >>10726396
    seconded.
    lets leave the naming to Vera
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)00:51 No.10726444
    >>10726418

    about 200
    >> Minuteman 06/25/10(Fri)00:54 No.10726501
    >>10726444
    eeps. lets allocate them to mining, the military, and the ranch, the more tactiley skilled ones to textile production and gunsmithing apprenticeships
    >> Anonymous 06/25/10(Fri)00:54 No.10726512
    >>10725022
    >They are a very religious people, despite being back stabbing traitors to one and other. In addition, despite not liking the drink, they LOVE gambling of all kinds, but mostly competitions of speed or blood.

    Heh, Warcraft goblins. Anyone up for some Arena fighting and/or Horse racing?
    >> Hats 06/25/10(Fri)00:55 No.10726523
    >>10726444
    Defiantly send a bunch to the iron mine and upgrade its production.

    Lets also upgrade our farms so can support at least 1700 people.
    >> Anonymous 06/25/10(Fri)00:57 No.10726556
    Build an arena near Normandy. I'm trying to think of a good name, but none are coming to mind. Does the duchess have any good tiefling names we can give him?
    >> Anonymous 06/25/10(Fri)01:01 No.10726620
    >>10726512
    Lets get some goblin shredders up in this bitch
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:01 No.10726626
    >>10726556

    i can come up with a name, just i figured you folks would have wanted too.
    >> Minuteman 06/25/10(Fri)01:03 No.10726666
    >>10726556
    yea, I'm crap at naming things, especially people/characters
    >> Anonymous 06/25/10(Fri)01:05 No.10726715
    >>10726444
    >about 200
    :|
    Chop more lumber, and Mine more stone.
    We need more Miners. Lots more miners.
    See if we can set up an Academy for people training in Agriculture, Construction, Seafaring, or Warfare.

    Can we get some of those dudes setting up an Academy, by mining the stone needed to build it? Also, do we have the people needed to staff it?
    >> Hats 06/25/10(Fri)01:07 No.10726730
    Hows this for the boy:
    Fredrick Feodorovna Alexander
    >> Anonymous 06/25/10(Fri)01:07 No.10726731
    >>10726715
    The king won't allow us to have an academy yet.
    >> Anonymous 06/25/10(Fri)01:08 No.10726746
    >>10726556
    FIGHTING!
    RACING!
    BETTING!

    Wait, I have an idea.

    FIGHT RACING! Where contestants have to overcome a variety of athletic obstacles. DEADLY obstacles. First one to make it to the end alive wins! ... And I'm sure nobody will mind too much if you happen to throw pointy things at your opponents.

    The name for the arena is obvious enough - "The Arena".
    >> Hats 06/25/10(Fri)01:08 No.10726770
    >>10726746
    The goblins might like that but the Varinan's probably won't
    >> Anonymous 06/25/10(Fri)01:09 No.10726780
    >>10726338
    >The Grand Duchess gave birth to a healthy baby boy this month

    Samuel. Name him Samuel.
    >> Anonymous 06/25/10(Fri)01:10 No.10726802
    >>10726770
    Well then build it in Acra. :P

    Wait, I know. DRINK FIGHTING RACING!
    Where in addition to FIGHTING RACING, all contestants must imbibe a flagon of mead at each checkpoint or be disqualified!
    You thought FIGHTING RACING was dangerous? Well how about DRUNK FIGHTING RACING!
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:10 No.10726815
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    Year 462 of our holy mother, july

    Busy and disturbing month this month. We've increased our iron mins population by 50 new settlers, increasing income to 3 iron a month as well as our overall industrial power. Another 50 settlers have been assigned to the fields, increasing our sustainability size to 1700, and Duke Alexanders son has been named "Lysorik".

    Now for the disturbing news. This morning, 2 marines were found dead in Fort Loki, their throats slit. To make matters even worse, the head of the heretic interned there has been stolen. Search parties have been sent out to the locations where the rest of his body was burried, to find that they had been un-earthed. Who ever broke into the Fort could not have come ashore with one of our own vessels and must have found some other way.

    -2 marines
    +stone production
    +iron production
    +50 standing militia
    >> Anonymous 06/25/10(Fri)01:12 No.10726841
    >>10726815
    But what about drunk fighting racing?
    *sigh* my hopes and dreams ... all gone. :(
    >> Anonymous 06/25/10(Fri)01:12 No.10726856
    >>10726815
    :-|
    Can someone remind me what the heretic did/does?
    >> Hats 06/25/10(Fri)01:13 No.10726867
    Luckly rotting things smell really bad. Gather some scouts and dog/wolves and have them see if the culprit is still on the island.

    I believe we are going to need the Duke and doctor for this one. Have them start with the priests..... I got a feeling.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:14 No.10726881
    >>10726856

    Taught some young girls of the settlement forbidden teachings, leading the the slaughter of a goat and tried to drown a goblin child for his 'lord'.
    >>10726841
    Oh, the arena was built in normandy if you check out the map, i forgot to mention that. sorry.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:14 No.10726895
    >>10726867

    that tonight's gonna be a good night?
    >> Minuteman 06/25/10(Fri)01:18 No.10726949
    scouts, hunting wolves and the Duke/Doctor tag-team are needed for this methinks
    >> Anonymous 06/25/10(Fri)01:22 No.10727024
    >>10726895
    No.
    >> Hats 06/25/10(Fri)01:24 No.10727069
    >>10726815
    Use of iron:
    1 to making breastplates
    1 to making muskeets
    1 to storage for use on big projects
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:25 No.10727084
    Year 462 of our holy mother, october

    Duke alexander and Dr.McKidd landed on Saint Loki's Isle early this month to begin their investigation, but not all is going well. After using hounds to try and track the sent, the hounds went mad and tried to turn on their users, forcing them to subdue the dogs. Using their own deductive skills, they were able to determine that all clues point towards the northern gold mine on the island, but even then after searching it they were not able to find any sign of the head or culprit. yet.

    In other news, the eversor has arrived in europa, with a gift of a almost fully grown hippodile given to the king, who was very pleased with it.

    roll 2d20
    >> Anonymous 06/25/10(Fri)01:28 No.10727132
    >tonight
    I'm gonna have myself
    A real good time.
    >> Anonymous 06/25/10(Fri)01:28 No.10727146
    rolled 13 + 1 = 14

    >>10727084
    20,20
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:29 No.10727165
    So what is the eversor to pick up in europa.
    >> Anonymous 06/25/10(Fri)01:30 No.10727171
    >>10727146
    Where in god's name is picture of the blu engineer with the long neck when you need it?
    >> Anonymous 06/25/10(Fri)01:31 No.10727195
    >>10727165
    Shipbuilders, Soldiers, Quarriers.
    Oh, right.
    Athletes and Gladiators for the arena. But not too many. 20 at most.
    Mostly, bring Shipbuilders and Quarriers and Soldiers. Maybe 20 Builders, 30 Quarriers, 30 Soldiers?
    >> Minuteman 06/25/10(Fri)01:32 No.10727215
    >>10727165
    architects for sure, and... hmm what else do we need right now?
    >> Anonymous 06/25/10(Fri)01:35 No.10727268
    We need 20 more sailors for that frigate, don't we?
    >> Anonymous 06/25/10(Fri)01:36 No.10727280
    >>10727215
    Soldiers, Stoneworkers. Probably someone who can manage an economy. People who can train our populace in the ways of Farmin' and Minin' and Fightin'.
    Could use a few Contestants for the fun house, too.
    >> Hats 06/25/10(Fri)01:36 No.10727293
    For the ship
    People:
    1 EXPERIENCED CAPTAIN
    30 Clothes makers
    20 Marines
    10 Fessian mercs
    4 architects
    15 sailors
    20 Settlers

    Cargo:
    Some cotton seeds
    Cannons if we can get them
    More building tools
    >> Anonymous 06/25/10(Fri)01:36 No.10727297
    >>10727268
    Sorry, we need 10 more sailors for that frigate.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:37 No.10727316
    >>10727268

    no
    >> Anonymous 06/25/10(Fri)01:38 No.10727322
    >>10727293
    -10 clothes makers
    -5 fessians
    -10 settlers
    +25 miners.
    >> Anonymous 06/25/10(Fri)01:38 No.10727339
    >>10727293
    Let's take EVERY SEEDS.
    And see what the folk in the Brewery can do for making beer for the Brewery competition (and the arena).
    >> Anonymous 06/25/10(Fri)01:39 No.10727362
    Ask for an architect and city planner
    >> Zacko 06/25/10(Fri)01:41 No.10727395
    I just noticed that our months have been of.
    >July
    >August
    >July
    >October
    >> Anonymous 06/25/10(Fri)01:42 No.10727408
    Okay, this heretic problem is bad. We need to do something about it.

    Also, since our population is rapidly growing, I suggest we set up police and investigation force. Guards and militia are good but they lack special police training.

    Ask for some specialists in this area so we can train people here.
    >> Hats 06/25/10(Fri)01:43 No.10727422
    >>10727408
    second this!
    >> dice+1d20 Anonymous 06/25/10(Fri)01:43 No.10727432
    rollan games
    >> Anonymous 06/25/10(Fri)01:44 No.10727446
    rolled 191 = 191

    >>10727432
    goalan rames
    >> Anonymous 06/25/10(Fri)01:44 No.10727447
    rolled 20 = 20

    rollan games again
    >> Anonymous 06/25/10(Fri)01:44 No.10727461
    >>10727447
    Grats! you rolled a 20. What were you going to do with it?
    >> Anonymous 06/25/10(Fri)01:44 No.10727469
    >>10727447

    sweet, use this as second roll
    >>10727146 made only one
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:45 No.10727471
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    Year 462 of the holy mother, november

    24 ragged settlers arrived at our colony today. They beg for food, water and a place to settle down. They are apparntly from a failed colony further inland that got overwhelmed by Indian raids.

    In Europa, the eversor has set off with the following
    1 experience captain
    20 Fessians
    10 marines
    4 architects
    30 cloth maidens
    30 miners
    15 settlers

    The medium transport has been built in normandy and now sits in the harbor awaiting a crew. On the outskirts of Normandy, the goblin arena has opened for bussiness. While combatants do fight with sword and spear, it is only too first blood against other sentients besides slaves, and with the beasts it is too the death. The majority of Varina has looked down upon them for this, besides the Fessians

    +boatload of people
    +Medium transport
    >> Anonymous 06/25/10(Fri)01:45 No.10727486
    >>10727461
    OP asked to roll here >>10727084
    We got only one roll after that here >>10727146

    Mine was the second one.
    >> Anonymous 06/25/10(Fri)01:46 No.10727491
    >>10727471
    Introduce Gambling and Booze at the arena. And racing! Boozed up racing!
    >> Anonymous 06/25/10(Fri)01:46 No.10727509
    >>10727471
    >They are apparntly from a failed colony further inland that got overwhelmed by Indian raids.
    Maybe they have LOTS OF STUFF!
    Ask them how many people their colony had, and where it is.
    We're gonna make us an Expedition!
    >> Anonymous 06/25/10(Fri)01:47 No.10727523
    >>10727486
    I see a 13 and a 1 in that post.
    >> Anonymous 06/25/10(Fri)01:47 No.10727533
    Set up police/investigation force.
    Train people personally with McKidds help, choose the most smartest people for the job.
    >> Anonymous 06/25/10(Fri)01:48 No.10727554
    >>10727523

    He made a mistake, he rolled 1d20+1 instead of 2d20.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:49 No.10727575
    >>10727509

    They said they had a colony about 550 strong to begin with. When they left it had degraded too 200.
    >> Hats 06/25/10(Fri)01:49 No.10727577
    >>10727471
    Lets gather up a bunch of the stone we have been saving and send it along with an emissary to the Bernicians town for trade.

    Has the good captain recovered?

    What nation are the ragged settlers from?
    >> Anonymous 06/25/10(Fri)01:50 No.10727587
    rolled 6 + 1 = 7

    >>10727554
    So you can't roll twice in the one post? Lemme see.
    >> Anonymous 06/25/10(Fri)01:51 No.10727598
    rolled 15 = 15

    >>10727587
    Interesting! All dice rolled after the first one produce ones!
    >> Anonymous 06/25/10(Fri)01:51 No.10727611
    We should construct additional Pylons.
    >> Anonymous 06/25/10(Fri)01:52 No.10727628
    >>10727575
    >they had a colony about 550 strong to begin with.
    ...
    MAXIMUM LOOTING!
    If indians can kill a 550 strong fort, we'll need 200 soldiers to reclaim it! How many soldiers do we have?
    >> Anonymous 06/25/10(Fri)01:52 No.10727630
    >>10727611
    Not enough minerals.
    >> Anonymous 06/25/10(Fri)01:53 No.10727647
    >>10727630
    Well then get more minerals.
    Oh wait, we must construct additional drones.
    Fuck, can't build drones 'cause we're at the population cap, need more pylons.
    >> Hats 06/25/10(Fri)01:53 No.10727659
    If we are going to send an expedition we should wait for the Eversor to arrive with more soldiers as well as the good captain to recover.
    >> Anonymous 06/25/10(Fri)01:53 No.10727662
    >>10727491
    We are making our own Las Vegas there.

    Anyway, this will defiantly attract crime. Best way to deal with it is that criminals don't have a job there. Since we institutionalized gambling, we must set up loan office. Otherwise loansharks will appear and charge huge % of their loans, if the loans don't get paid they beat up or take everything the poor sod has.
    Our loan office should be more protective: before giving loans we must look into financial situation of the person and do not give more than he can possibly hope to pay back if he loses everything again. And the percentage shouldn't be too high.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:53 No.10727667
    >>10727577

    The captain has recovered, yes, although his left horn is still growing back after being shattered. The settlers are Bercinian
    >> Anonymous 06/25/10(Fri)01:54 No.10727670
    >>10727647
    Drones are zerg. We need more probes.
    >> Zack 06/25/10(Fri)01:54 No.10727693
    >>10727670
    I love you, /tg/.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)01:55 No.10727707
    >>10727628

    You have

    100 marines
    100 standing militia
    38 Fessians
    8 Winged Hussars.

    technically the settlement may have had a small garrison not capable of fighting them in the open, and thus was starved out in a siege.
    >> Anonymous 06/25/10(Fri)01:56 No.10727724
    >>10727587
    >>10727598

    You can, if you want to roll, say three 20-sided dices you must type "dice+3d20"
    If you have special bonus, lets say "ring that makes you a better diplomat (+5)", you must type "3d20+5"
    But you can't roll different sided dices in one post, like one 20-sided dice and two 6-sided dices
    >> Anonymous 06/25/10(Fri)01:56 No.10727728
    >>10727667
    The settlers are what? What's a Bercinian? How well do they fight? How many soldiers did they have at the fort? Were they closely matched to the indians, or overwhelmed? Basically, how many of our soldiers' worth of indians would we have to fight to get their stuff?
    Also what's a Bercinian? what type of stuff do they have? Do they hate gambling? Do they hate arenas? Do they hate booze?
    >> Anonymous 06/25/10(Fri)01:56 No.10727741
    rolled 5 + 2 = 7

    >>10727724
    :(
    >> Anonymous 06/25/10(Fri)01:58 No.10727761
    >>10727707
    Well then let's TRACK DOWN THEM CULTISTS and get moving, Lord quest style!
    Do note: Please do not include any merchant's shops with rings in this quest. Shops with rings are notorious for taking 3 threads to resolve. Goddamn window shoppers.
    >> Anonymous 06/25/10(Fri)01:58 No.10727762
    >>10727707
    How many can we send without leaving our place defenseless?
    >> Hats 06/25/10(Fri)01:58 No.10727785
    Lets send an expedition, lead by Captain Petrovski, of 30 Marines, 40 Militia, 10 Fussina on horses, 10 scouts, 5 hunters, 10 dog/wolves, 1 doctor, and anyone of the original settlers willing to go. Also give them a few horses with extra food, ammo, and supplies.
    >> Anonymous 06/25/10(Fri)02:00 No.10727821
    >>10727785
    >Captain Petrovski
    No, you fool! You'll get them all killed! Send Duke Alexander.
    >> Hats 06/25/10(Fri)02:01 No.10727850
    >>10727821
    The duke is not a fighting man.. I think you mean the Baron. The Baron is far to valuable to lose on something like this.
    >> Anonymous 06/25/10(Fri)02:01 No.10727858
    >>10727741
    Also, it is unpolite to leave "noko" when rolling dice as people can easily hide their roll. This works only if you want to make a lower roll (some games make lower roll more beneficial than higher roll).
    Say, OP asks for 1d100 and you must roll under 40 to pass the skill check. Normally you have 40% to pass it. But if you use noko to hide your roll, you can use 1d30 and have success rate of 100% (1-30).

    Or someone can deliberately mess up the game by rolling low numbers
    >> Zack 06/25/10(Fri)02:01 No.10727861
    >>10727821
    The duke needs to stay with his wife/child, and attend to the colony. Send the Baron.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)02:02 No.10727867
    >>10727821

    The duke is only good at commanding naval units, only the baron and captain can command land.
    >>10727762

    You could probably send 75% of your forces and be fine, due to the fact you guys are more fortified than fucking fort knox

    >>10727728

    I included a description further up. Think england. The Bernician fight similar to the Varinians but rely alot less on mercenary troops. The settlers say they had a garrison of 40 marines and 20 dragoons. At least 200 Natives swept in, burnt the fields and laid siege.
    >> Anonymous 06/25/10(Fri)02:02 No.10727879
    How about we ask Orcs to help us out?
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)02:03 No.10727901
    >>10727879

    they nod politely and pretend you did not just ask them to go into stathborn territory.
    >> Anonymous 06/25/10(Fri)02:03 No.10727902
    >>10727861
    >>10727867
    Send the baron, take 50% of our mans. Have 20% continue investigating the cultists, 10% stay as a police force, and 20% protect the homeland from bandits.
    >> Hats 06/25/10(Fri)02:04 No.10727917
    Whatever the case equip the expedition with the FINEST weapons and armor available.
    >> Zack 06/25/10(Fri)02:04 No.10727918
    >>10727879
    That used to be our first resort. Forgot all about them. xD
    As for volunteers from the Orcs and the Tiefs. Promise them food, water, clothing, and a military experience. No spoils.
    >> Anonymous 06/25/10(Fri)02:04 No.10727924
    >>10727902
    > take 50% of our mans.
    Are any of our mans ... erm. ... well ... sort-of-not-man-but-instead-woman? If so, the designation 'mans' might be somewhat offensive to them.
    >> Anonymous 06/25/10(Fri)02:05 No.10727938
    Hey, Duck, btw hoe is or dwarven population doing?
    If you are following basic dwarven stereotype, dwarf should have high proficiency towards engineering, mining, blacksmithing and mechanical workings. Is that so?
    >> Anonymous 06/25/10(Fri)02:05 No.10727952
    >>10727924
    >>10727902
    Better to keep 20% as a police force and have 10% investigating the cultists.
    >> Anonymous 06/25/10(Fri)02:05 No.10727956
    >>10727901
    >stathborn territory.
    Is that bad?

    Who are those?
    >> Anonymous 06/25/10(Fri)02:06 No.10727963
    What race are the Bernicians? Human too?
    >> Anonymous 06/25/10(Fri)02:06 No.10727974
    >>10727867
    >due to the fact you guys are more fortified than fucking fort knox
    Yeah, we have those cannons on the island facing the bay, don't we? Those are in a bitchin' good position.
    >> Anonymous 06/25/10(Fri)02:07 No.10727986
    Hostile Indians
    >> Anonymous 06/25/10(Fri)02:08 No.10728005
    >>10727974
    >>10727867

    There cannot be enough precaution. We must build additional defenses.
    >> Anonymous 06/25/10(Fri)02:09 No.10728015
    >>10728005
    Guys, I have an idea.
    What if we make a Pylon
    and then we put the photon cannon ...
    ON TOP OF THE PYLON WHERE MELEE ATTACKERS CAN'T REACH IT?
    >> Zack 06/25/10(Fri)02:10 No.10728047
    >>10728015
    We've been over this.
    Not enough minerals.
    >> Anonymous 06/25/10(Fri)02:11 No.10728068
    >>10728047
    GET MORE FUCKIN' MINERALS THEN GODDAMN.
    Or do we have to Build More Farms before we can do that?
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)02:11 No.10728078
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    Year 462 of our holy mother, december.

    After allowing the settlers into our village, the following was sent out to the Former settlement to investigate and bring back what we could

    50 marines (Breast plate)
    20 Fessians (Chain mail)
    50 militia (Leather vest)
    5 scouts
    10 hunters
    20 hounds
    10 wolves
    30 horses
    Baron Kaufmann (Royal Stallion)
    Captain Petrovski (Royal Stallion)

    After marching for two weeks with zero resistance, they finally arrived in the former settlement. The scene was gruesome. 100s of dead bodies, all beheaded, zero survivors. Our men find 100 muskets and an amazing amount of gold, 3 units worth.

    While Burning the bodies of the dead to the holy mother, the expeditionary forces was forced back into the former settlement when a warband of over a 1000 orcs began to pour out of the woods. Using what they could they barricaded the gates using wagons, debries, anything they could. Taking into account of the little food they have in the settlement itself, and if they slaughter their horses and dogs for meat, they can last 2 months. The settlement does have one major advantage, it contains a dukes keep.
    >> Anonymous 06/25/10(Fri)02:14 No.10728129
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    124 KB
    >>10728078
    >> Hats 06/25/10(Fri)02:14 No.10728133
    >>10728078
    I told you not to send the Baron!! Ah shit things aren't looking good for our hero's
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)02:14 No.10728134
    >>10727938

    They are Varinians in nationality and culture
    >>10728078

    One last thing, you cant send a relief force as serenity does not know of the situation.
    >> Zack 06/25/10(Fri)02:15 No.10728144
    >>10728078
    That's 50% of our men, isn't it? This might be a problem.
    Is the settlement surrounded by the Orcs?
    Send an emissary over to our allied Orcs asking for more information on these particular Orcs.
    >> Hats 06/25/10(Fri)02:15 No.10728146
    >>10728134
    Does the fort have any cannons? What about a supply of gun powder?
    >> Anonymous 06/25/10(Fri)02:16 No.10728157
    >>10728078
    What level of weaponry do the orcs have? Can they be shot with muskets?
    Would the Orcs be able to see them if they tried to sneak out during the night?

    Let's start prayin' to that holy mother.
    >> Anonymous 06/25/10(Fri)02:17 No.10728174
    >>10728133
    Bullshit, with them we have good chance of beating the natives.
    >> Anonymous 06/25/10(Fri)02:18 No.10728211
    >>10728078
    Well, get behind cover and start shooting! :P
    If the orcs have surrounded the soldiers in the keep, have the soldiers with sharpest aim and fastest horses ride forward, shoot, and ride back into the town walls before the orcs close in.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)02:19 No.10728231
    >>10728146

    Your supply of gunpowder is enough for 40 shots per man.

    no cannons

    >>10728157

    Orcs have you surrounded, chances are you'd need to be more worried about keeping them from sneaking in rather than sneaking out.

    They are standing out of the range of your muskets for now. They only have hachets, bows an arrows, and the odd musket.

    I want you all to know with the right tactics, you CAN get out of this with some of your force. Look at roukes drift for example, you got more men, a better position and less hostiles.
    >> Zack 06/25/10(Fri)02:20 No.10728241
    >>10728211
    If they haven't surrounded it, put 5% of our men at the walls, and the other 95% climb down the back using rope. ((The settlement is destined to have some, or at least some cloth we can make some with.))
    >> Anonymous 06/25/10(Fri)02:20 No.10728249
    >>10728078
    Keep within Emergency Retreat distance of town, march out, shoot any orcs in range, retreat. Obviously send only the fastest men or the men with horses. All the slowasses can just stay in the town and shoot any orcs that try to charge.
    And the orcs -will- try to charge. They're dumb enough to attack a detachment even if it's within retreat distance.
    >> Anonymous 06/25/10(Fri)02:20 No.10728258
    >>10728231
    Well, Baron is MILITARY GENIUS, lets see what he thinks about this.
    >> Hats 06/25/10(Fri)02:21 No.10728269
    >>10728174
    True, true... And they only have to escape the siege not defeat it.

    I was thinking of a night escape. Gather up any excess gunpowder, barrels, and metal objects and make giant gunpowder bombs. During the escape attempt we could use they as the first part of the attack to break a hole in the orc lines only problem is we need 2 brave men to carry and light each barrel. Once lit we can roll them at the enemy.
    >> Anonymous 06/25/10(Fri)02:21 No.10728276
    Pull most of the men back to the settlements dukes fort, minus a few as bait. Have our Fessians and Marines up front with the muskets and the militia behind reloading them so we can get a constant volley coming out. Un barricade the gates and let the Orcs in and lead them to the dukes fort. Make sure you leave at least one enterance way into the fort possible, just hard to use. Hope to god they run out of men before they can fully flood the fort.
    >> Hats 06/25/10(Fri)02:23 No.10728307
    The attack should focus on one point of the orc lines and use all of our force on it. When the force breaks through it keeps moving maybe throwing something behind it to slow the orcs like caltraps. If anything they could use the mounted fussians as a rear guard since they have the speed to do the job
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)02:23 No.10728310
    >>10728269

    On average the Orcs are much faster than your men on foot. If you tried to escape that way chances are you'd just get swamped by numbers.
    >> Anonymous 06/25/10(Fri)02:24 No.10728313
    We must try to lure them to attacking us.
    >> Anonymous 06/25/10(Fri)02:25 No.10728348
    >>10728231
    Have the fastest men walk slowly out of camp during the day and attack the Orcs from maximum range, always making sure that they can retreat to within musket range of the Town Walls by running or riding at maximum speed.
    When orcs charge, gtfo back, let the people on the walls pick the orcs off.

    Repeat 2 or 3 times until the Orcs stop falling for it.

    Then, have the entire regiment sneak out of town at night, towards a defensible orc encampment. Kill all the orcs present, fight off any immediate counter-attack, then walk back to the keep.
    >> Anonymous 06/25/10(Fri)02:25 No.10728349
    It would help if you gave us a simple map how of the settlement and the field, noting where the natives are and what kind of vegetation/elevation is there.
    >> Anonymous 06/25/10(Fri)02:25 No.10728358
    >>10728307
    >>10728276

    Combine these two plans, draw all the orcs attention to the dukes fort by putting most the men into it while have the fessians hide in side buildings with their cavalry. When the full orc force comes to bare on the fort itself, launch a signal and have them charge out into the orc flanks, not staying in combat but riding through them rather, knocking them down and trampling them.
    >> Zack 06/25/10(Fri)02:26 No.10728367
    We need to have men watching every entry, and every inch of the wall at all times.
    >> Hats 06/25/10(Fri)02:26 No.10728368
    >>10728310
    Ah if they are faster then escape is no longer an option we must break the siege.

    So i second this
    >>10728276
    Create kill zones in the town with the spare muskets so while they run through town they can pick up a gun, shoot, drop it and run.
    >> Anonymous 06/25/10(Fri)02:26 No.10728370
    Are there any cannons in the fort?
    >> Anonymous 06/25/10(Fri)02:28 No.10728401
    >>10728358

    we could also set up few traps, make improvised bombs and blow them up when the enemy is in range.
    >> Anonymous 06/25/10(Fri)02:28 No.10728405
    >>10728307
    >The attack should focus on one point of the orc lines and use all of our force on it.
    Nah, they're likely to just zerg us from all angles if we do that. Try to lead them back to the keep using bait and then kill them. Sneak out at night, assassinate the orcs, strut back, and repeat until they're thin enough to fight openly.
    >> Anonymous 06/25/10(Fri)02:29 No.10728427
    >>10728401
    and/or some kind of wall of fire to prevent them from retreating.
    >> Anonymous 06/25/10(Fri)02:29 No.10728428
    >291 posts and 19 image replies omitted
    New thread time! ^_^
    >> Anonymous 06/25/10(Fri)02:30 No.10728457
    >>10728427
    Hey, that's a good plan!
    Maybe we can sneak out at night, and establish some type of Fire Trap in a likely retreat path of the orcs.
    Lead the orcs into an ambush, but when they try to retreat, FIRE TRAP IS GO and they burn if they try.
    Good thinking!
    >> Anonymous 06/25/10(Fri)02:30 No.10728462
    >>10728405

    They could have sentries hidden in the woods ....

    Speaking of which. How does the battlefield even look like? Are we surrounded by woods or is this open field?
    >> Anonymous 06/25/10(Fri)02:31 No.10728476
         File1277447496.png-(68 KB, 769x459, fort rape.png)
    68 KB
    Red is where the orcs are gathered.
    >> Zack 06/25/10(Fri)02:31 No.10728479
    >>10728428
    What's the max post count in /tg/?
    Does anyone want to get the archive going?
    >> Anonymous 06/25/10(Fri)02:32 No.10728484
    forgot my hat
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)02:32 No.10728499
    >>10728476
    >>10728484

    Forgot my hat, AGAIN
    >> sage sage 06/25/10(Fri)02:33 No.10728518
         File1277447604.jpg-(33 KB, 410x303, sage.jpg)
    33 KB
    sage goes in all fields.
    >> Anonymous 06/25/10(Fri)02:33 No.10728523
    >>10728499
    lol
    >> Anonymous 06/25/10(Fri)02:33 No.10728524
    >>10728476
    Well then. Send some Bait to the south while the men man the south wall, draw them orcs in, and shoot 'em.
    Make sure to set up a fire trap on that gate.
    Then later, we can drop the gate's defenses, wait for the orcs to charge into the fort, and split up their attacking forces with the wall of fire.
    >> duck_murderer !hoaRoCu48g 06/25/10(Fri)02:34 No.10728535
    >>10728531

    new thread
    >> zacko 06/25/10(Fri)02:34 No.10728538
    >>10728476
    "fort rape" Hmm.
    >> Anonymous 06/25/10(Fri)02:36 No.10728593
    >>10728524
    Later, we can hatch a DED KUNNIN plan to ambush the orcs in the north. Send some scouts at night to see if they can find a Defensible Orc Encampment.
    Then, sneak out at night, and storm it, killing all Orcs present.
    Hold it against immediate retaliation, but try to make it back to the main fort by nightfall.
    Doing this, the combination of Baiting and sniping, using Firewalls to split the orc advance, and Assassinating at nightfall, should weaken them enough to just punch on through.
    >> Hats 06/25/10(Fri)02:37 No.10728604
    Get this archived plz



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