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/tg/ - Traditional Games


File: 1386466135480.png-(447 KB, 1359x624, races.png)
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Today we embark upon an adventure. A new continent has been discovered across the sea to the west, and the six greater races have all sent groups of settlers for various reasons. You, the leaders of one of these expeditions, shall guide your people through your decisions, forming the culture of your new kingdom (or republic? Or despotic dystopia?) however you see fit. I shall be your councillor, informing you of the desires and petitions of your people, and carrying out your will. When my lords disagree, i shall take the majority opinion.

First, which of the greater races are you, and which of the greater races is your sworn enemy?
>>
>>28723411
We are dwarves, we hate lizardmen. Would do Kobolds, but felt like mixing it up.
>>
>>28723411
We are humans and we hate everybody.
>>
>>28723450
Seconding this. Let's get a Dorf Fort happenin'.
>>
Rolled 28

>>28723411
We are the dwarves.
Our sworn enemy are lizardfolks.
>>
>>28723464
second hoomans
>>
>>28723464
This
>>
Rolled 56

>>28723464
>We are humans and we make halfbreeds with everybody.

FTFY
>>
>>28723411
We are humans we hate ourselves
>>
>>28723411
Dwarves. Fuck lizards.
>>
>>28723464
Yep. Let's get as imperialistic as possible. There is Only War.
>>
>>28723411
Orcbolds!
>>
>>28723450
Thirding
>>
>>28723411
We are dwarves who have come to make money amd destroy out long lived enemy, the lizard folk

Also I woudm mind being kobolds against elves.
>>
>>28723464
Humans who are the enemies of the rest of the world. Alternatively, we screw everything.
>>
>>28723464
Seconding this.
>>
>>28723521
I would be good with both of these.
>>
>>28723464
For the Emperor.
>>
>>28723450
This
>>
>>28723464
Filthy, dumb, inhuman scum deserve to die.
>>
All these samefags fighting. I vote elves with enemies of men.
>>
>>28723464
>first descriptor for Human is "Diplomatic"
>>
>>28723684
Screw that. We're the Imperium now.
>>
>>28723411
Op are you there?

What's the score
>>
File: 1386466985907.png-(280 KB, 1018x1029, Map.png)
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>We are humans and we hate everybody

After months aboard three large cogs, your people see the coast of this new continent. Luckily, the continent has already been mapped by explorers, though as far as you know nobody has settled here just yet. Your first real choice of consequence lies ahead: Where do we make landfall?
>>
>>28723712
Fucking a, op. Can't tell samefags when you see them? But let's make landfall in the deep port on the south and establish our capital there.
>>
>>28723712
IN THE FROZEN NORTH.
>>
>>28723712
island northeast!
think i see palmtrees and a mountain (volcano?)
easily defended, possible enemies only on two sides
>>
>>28723712
Dammit, I was born a dwarf trapped in a hum as body

Land in the very south, the plains/grasslands will be good for farming and it will be more defendable.
>>
>Lizardfolk
>evil and amoral
das racist
Fuck you OP

I'm a lizardman and I hate everyone, but especially those uptight humans
>>
>>28723712
The forest. In the forest!
>>
>>28723794
>>28723793
>>28723782
>>28723760
>>28723758
Can we all get a trip, it's not that I'm suspicious it's just that your all fuckers on here
>>
>>28723758
>>28723789

I vote this. Can we become a horse culture?
>>
>>28723825
>trip
Lol
No.
>>
>>28723712
north east island
reasons:>>28723782
>>
>>28723684
>not being down to play hateful diplomats
>Anno Domini 2013
>>
>>28723825
Fucked it up the first time. Here you go.
>>
>>28723712
Southern Plains.
>>
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Why the fuck are Elves always shit on in these threads? It's ALWAYS a bunch of "Race: Good traits, negative trait, more good traits." and then "Elves: Arrogant fucking asshole shitheads"

How many elves raped your goddamn mothers to cause this?
>>
>>28724027
Hey, an affinity to nature can be pretty advantageous.
>>
>>28724027
because theyre huge xenophobic faggots and they stab you if you own a wood carving
>>
File: 1386468128306.png-(281 KB, 1018x1029, Landfall.png)
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>Southern Plains

It's been a few days since the ships have laid anchor, and most of your people are still living on the ships, or on the beaches. It is time to begin to build a settlement. Your people take inventory of the resources immediately available:

Trees: There are scattered deciduous trees
>||| (Okay)
Stone: There is little surface stone, you will have to dig.
>| (Poor)
Fish: There are schools of fish in the bay
>||| (Okay)
Plants: The soil is extremely plentiful and there are strawberries everywhere
>||||| (Great)

Construction is ready to begin, and the workers are eager for something to do. However, the workers seek direction on what to build, and how to organize it. My lords, what sort of houses should they build? How should they organize these houses? Should there be any major buildings for community or government use?
>>
>>28724139
Bull fucking shit. Point out where in mythology or Tolkien that happens.

Hell, point out where in ANYTHING fucking EVER besides Dwarf Fortress that happens.
>>
>>28724158
Commence farming and animal husbandry (including horses). Building can wait because we have the ships. Food can't.
>>
>>28724158
Build wooden houses in the plains. Dig cellars for food preservation.

Government: create a council of 5-10 "pillars" of the community.

Of there is any other actions: scout out the nearby lands
>>
>>28724205
But I suppose farmhouses, barns, and wooden palisades would be a good start.
>>
>>28723712
What did you use to make this map?
>>
>>28724294
That is actually a lot better

>>28724158
Creat a large palisade, so,wwhat close to the shore amd make sure it is large enough for houses and other buildings.
>>
>>28724193
dwarf fortress is law around here
>>
File: 1386469193171.jpg-(77 KB, 480x321, law.jpg)
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Your people set to work building a palisade of wooden stakes, with family houses within the walls. A few weeks pass, and your people set into a comfortable rhythm of work. Some build homes, some work on creating farm plots and planting the few seeds you brought, and still others search the area for horses, after seeing some in the distance.

My lords, the people have caught a thief. Adric Abernathe, a carpenter was apprehended stealing food from the Greyhold clan. They have tied him up with rope, and are holding him in one of their houses. My lords, this is more than a singular matter. I believe it is time to codify some laws, so that the people will know what to do when this happens again.

How shall we deal with thieves?
How shall we deal with murderers?
What other laws shall we set in stone?

>>2872435
http://www.hexographer.com/
>>
>>28724417
>>28724294
>>28724193
We could also create a Hadrian's Wall on that single tile>>28724158
>>
>>28724572
thieves shall be exiled
murderers shall be hanged
All people accused are guilty untill proven otherwise
>>
>>28724647
Dude no.
>>
>>28724572
http://en.wikipedia.org/wiki/Code_of_Hammurabi

Spit out the perusal for large tribes of people if none exist set souts up at the narrow set if land
>>
>>28724572

>>28724647
thieves shall be raped
rapists shall be killed
killers shall work forever as slaves

all accused are guilty until proven otherwise
>>
>>28724572
I actually suggest temporary laws, since we are in our infancy right now.

Thieves are placed into temporary slavery of those whom they steal from. The only thing the owner can't do to them is maim or kill them.

Murderers, however, must die. In a gory and public fashion.
>>
>>28724673
That should say "Scout out the rest if the peninsula"
>>
>>28724647
Those laws are horrible. You'll create bandits and have a revolt in a generation.

Thieves shall serve a sentance of hard labor. Worth thrice of what they stole. Repeat offenders will have their sentance lengthened to a maximum of 10 years.

Murderers will be hanged.

All people so accused shall be brought before a council of their peers are the evidence shall be brought forth and they shall be judged by it.
>>
>>28724707
so you'll have to find guys who are willing to rape another guy if the thieve is a male? I guess that's not impossible but there aren't that many people already
>>
>>28724724
Also, we should form a tribunal who represents the whole of the law. Everyone except the king is beholden to them, and they must keep the appearance of fairness no matter what.
>>
>>28724733
I like the first part but I say repeat offender der should have whichever hand they used to steal cut off.

Or am I too obsessed with the code of Hammurabi
>>
>>28724804
rapists work as rapists in prison until they get impotent, then they are killed
>>
>>28724846
Lets call these rape factories instead.
>>
>>28724733
>>28724724
Also we are a small colony and need every resource available. Maybe work murderers to death or enslave them for life(and handicap them so they can't escape). Force criminals to a set amount of slavery,
>>
One handed people can be a drain on the economy. We don't want to produce beggars. Hard Labor solves both the fact that we have no prison and the fact that we need people working.
>>
>>28724874
I'm fine with this. Permanent slavery in the worst jobs as well as maiming.
>>
>>28724876
So ensave them to the government or the people they stole from?
>>
>>28724937
government. personal slavery leads to bad things.
>>
>>28724960
I think they should be enslaved to their victims to create a sense of fairness. The murderers, however, can go to the government if nobody wants them.
>>
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After much argument, you come to a consensus. Men accused of crimes shall be tried before sentencing. Thieves shall become indentured servants to the government. Murderers will be hanged. A number of other minor property laws are proposed and passed as well.

Several months have passed, and as planting season ends, your people find themselves with increasing leisure time. Those who chose to be carpenters find themselves with no major projects, and the farmers find themselves with nothing to do before harvest season. The people are becoming restless.
>>
>>28724960
>>28724935
It's settled then.

Stealing- become a slave to pay back three times the value of the object stolen, slaves make minimum wage

Murder-life enslavement, depending on the severity the person may/most likely be hobbled to prevent escape.

Rape- time in slavery will vary, minimum three years, max 30. If a child is born as a result, 10 years will be added

Other- slavery
>>
>>28725028
Animal husbandry and bow improvement. We must become a horse culture, even if we're sedentary!
>>
>>28725028
>>28725074
My apoligies, milords, there seems to have been a transcription error in my minutes of your meetings. Murderers shall be permanently enslaved to the government. In fact, most all major crimes will end in enslavement. Capital punishment shall be discouraged.
>>
>>28725028
Op, what's our military numbers?

Scout out the peninsula and game horses/other animals.
>>
>>28725139
Dammit this why I hate autocorrect. Tame animals
>>
Rolled 10

>>28725132
The only crime worth of execution should be high treason against the state like spying, selling trade secrets, killing government officials or sex with a dinosaur.
>>
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Orcs
>>
>>28725139
Milord, we have no standing army. A few of the men served in the King's Army back home, but they are mostly older men. The census taken when we embarked says that there are approximately a score of families in our settlement, most of which have three to five children. My best estimate is that we have perhaps 50 men of military age and capability, though most of them will be needed when the harvest comes.
>>
>>28725241
Thanks you councilor op, please inform the rest if the group of my proposition of using the family to dig cellars for food preservation and have the others tame horse
>>
>>28725241
let's establish a militia, nothing too permanent, the experienced men will train the others. It will keep the men occupied and give us a first defence.
>>
>>28725241
How many men can we spare to find horses?

>>28725139
I don't think we should start scouting yet until we build up more, especially in the military department.
>>
>>28725343
What of we had the veterans train all able bodied men in combat so we would have a milita when need be but tradesmen during peacetime?
>>
>>28725444
This is fine, but we need non-basic weapons and cavalry, which is why I suggested >>28725120.

Also, we require farm animals, which will also be improved with husbandry.
>>
>>28725341
>>28725343
Currently, milords, we only need about 15 men working in the fields on a given day, to watch for weeds and pests. We presently have four slaves, meaning about ten or eleven freemen are needed to work the fields.
>>
>>28725444

seems exactly like my proposition
>>28725341
>>
>>28725481
>>28725485
I vote for building a pen/barn for horses and capturing and taming a few so they can work in the fields when it's harvesting time.
>>
>>28725484
We only need one man to find horses. But how many craftsmen (specifically woodworkers and armorers) do we have.
>>
>>28725574
Farm horses are unsuitable for riding into war.
>>
>>28725620
We don't need to have only farm horses or only war ponies. We can have five workers and 20 for our militaru nice we have one. 1:4 ratio seem ok?

>>28725485
Didn't mean to steal it.
>>
>>28725685
sorry I got a bit too defensive

What about we name our settlement while we're at it?
>>
>>28725685
But I don't really like to divide our resources. I'll acquiesce if we really need more food than we can support without workhorses.
>>
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You set the men to training under the few veterans you have, and teach them archery, as well as how to use basic spears. The scouts finally find a herd of horses, and capture a handful of them. The training continues for several weeks, and by the end of the month you have a whole herd of horses, stabled and being trains. Luckily, a number of your farmers are skilled tamers, and the process seems to be going well.

My lords, the people have a petition for you. A great many arguments have cropped up among husbands and wives, as to who is the head of the family. The men claim that they were the heads in the homeland, and that they are strong and capable, so they should be the heads of the household. The women claim that they are level headed, and do all the things to make a household run smoothly, and that this is a new land, not the homeland, so they should be the heads of the household. The argument has spread like wildfire, and i am worried if you do not make a formal decision, it could devolve into violence.
>>
>>28725732
Since dig seems to pretty agricultural based how about the city of Tyrell
>>
>>28725760
I say go the Native American route

Since the women tend to the houses and have most of the control anyway they can preside over domestic issues while the men are out working to provide for their families.

Also (for the other players)what is the ratio of work to military horse? I vote 1:3.

Train a few scouts to patrol the outskirts of our town
>>
>>28725853
Ratio should be 0:1

>>28725760
The women are the heads of house *so long as their husbands aren't physically at home*

Furthermore, our actions should be to train cavalrymen and build watchtowers along the palisades.
>>
>>28725912
I should specify, this gives women legal authority over men who are not their husbands, so long as they (the men) are in the women's houses. And outside of the house, the two are equals.
>>
>>28725912
We need some horses for domestic work but your right about the numbers 1:12

>>28725760
Build watch towers and train men in archery and horseback
>>
Anyone still here
>>
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this thread is so slow...
>>
>>28726316
I don't know
>>
>>28726368
What?
>>
You come to the decision that women are nearly-sovereign masters of their homes, though in public places all citizens are equal. The men grumble, but accept your decision as wise. Some of the women take the role reversal too far, and lord over their husbands, but they are discouraged or ostracized by the other women, and the new order soon stabilizes.

You set some of the carpenters to building watchtowers around the camp, as well as setting a few of the militia to patrol and watch for foes. A small proportion of the horses, mainly the fatter or older ones, are devoted to plowing and domestic work. The rest are trained as warhorses, and the militia takes to their mounts as though they were centaurs. Your men quickly develop a motto, "Born to Ride."

One difficulty persists in conversation: Nobody knows what exactly to call your settlement. A few names have cropped up, but nobody can agree, and it causes a great deal of confusion in every day conversation. My lords, the people look to you for a decision.
>>
>>28726316
Still here. I think that whole husbands and wives question threw everything off.
>>
>>28726316
>>28726368
>>28726427
My apologies for the slow response, my meat pie just came out of the oven. It's fucking delicious, by the way.
>>
>>28726413
Greendayle
>>
>>28726461
second so we can move on
>>
>>28726413
Also, our next action should be to send out surveying teams to look for resources, especially iron. Then we build a barracks, so we can begin to found the beginnings of a true warrior class.
>>
>>28726413
There was the proposition of Tyrell earlier.
>>
>>28726413
Call the city Vase Dothrak

Build a fishing pier
>>
>>28726535
>Vase Dothrak
>Coastal
No sensible Khal would make his home next to the cursed water. It is known.

Name it Edoras. Then we can act like suspicious ass holes to everyone we meet
>>
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Your debate is cut short when the Councillor bursts into the chambers, looking disheveled and terrified.

"My lords! We've been attacked!" he stops for a moment and catches his breath. "Boats landed along the beach, small longships, filled with kobolds! We saw them coming from the watch towers, so they were quickly pushed back to the sea by the militia, but it seems to have been some sort of diversion! Some of the houses are burning, and nine children are totally unaccounted for! What should we do?!"
>>
>>28726732
Are there any breaches in the walls? If not, seal the gates send out search parties to find any kobolds.
>>
>>28726732
send some scouts to find the children
>>
>>28726732
Kobolds are dumb right?
Act all harmless, invite them to a party and get the kobolds drunk, then send a group to search the longships for the children. once the children are found dead or alive burn the ships to teh ground, return to town and slaughter the Kobolds
>>
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>>28726779
>>28726817

You set men to search the town, as well as horsemen to patrol for miles around. A young militiamen comes to the chambers to report. "Milords, we haven't found the kobolds or the children, but we found how they got in. They dug some sort of burrow, i found it behind the Thatcher's workshop. It's too small for a man to fit in."
>>
>>28726838
Gouge out the thatcher's eyes for being an oblivious dumbass.
If he won't use them he doesn't deserve to have them
>>
>>28726838
we must keep searching for the kobolds camp and the children
>>
>>28726838
Fill in the hole and search the camp thoroughly.

Then send out 30 riders and arm the townsfolk
>>
>>28726884
no.

Have half the militia take the best horses to search for the kobolds. The other half will remain here in case they come back.

Lets start digging for stones. paved streets and stone houses
should help.
>>
>>28726838
Leave the hole unguarded, then when the next kobolds come out, capture and torture 'em!
>>
>>28726957
This. We need information more than anything.
>>
>>28726980
Also, we keep up with the stuff here >>28726509.
>>
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The horsemen return to town, and one of them comes to the council chambers to report. "Milords, we found a tunnel entrance along the beach to the east. There were many footprints, both small lizardlike and small human. The sand of the beach was noticeably marked, as though small boats had been beached there. We cannot track them oversea, milords. They could have taken the children anywhere."

The other townsfolk keep themselves busy to stave off worry. They work on constructing a barracks, digging storage cellars, and a few of them group together to form what they call "The Miner's Guild," and begin discussing surveying strategies
>>
>>28727079
Just a question: Are our horsemen horse archers, or do we just have light archers and light cavalry?

Also, our new action should be to form an armorer's guild as well, and further train our troops.
>>
>>28727079
Well fuck.
See now that Thatchers gonna get linched by angry parents anyway.
well no sense worrying about are children being sold into slavery when we can't stop them.
Make sure none of the kids ever go out of view of town without supervision again
Build a watchtower within sight of the coast with a loud bell and post a guard there. Not the Thatcher
>>
>>28727138
>Just a question: Are our horsemen horse archers, or do we just have light archers and light cavalry?

My lord, that is your decision, not mine. I am but a humble councillor.
>>
>>28727215
Well then, horse archers. But also equipped with spears.
>>
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>>28727138
>>28727215
We should have spear cavalry and archer cavalry

Also I made a flag, don't know what you guys think of it, it's supposed to represent a horse(duh) in front of the setting sun on a plain.
>>
>>28727263
Nice. I still vote for Greendayle as the name, though.
>>
>>28727079
Fill in/collapse the hole on bith sides. Create a permanent military to police the village
>>
>>28727303
I still think we should wait for more kobolds to come out then interrogate them.
>>
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The barracks are completed, and a number of unmarried young men move there from their parents homes, as well as Angthard, who the militia call "Angthard the Reckless," one of the Veterans who has proven himself a skilled teacher and distinguished himself in battle against the kobolds.

Watch towers are set up along the coast, with beacons and bells to warn of pirates. They are constantly manned by shifts.

The miner's guild begins surveying. A few weeks later, one of them comes to report. "Milords," he says "I regret to say that we've found no iron, and the stone of this region isn't the sort to bear it anyway. However, we have found a few other ores. We require laborers to dig the mines, preferably slaves, so we don't have to pay them."

The councillor pipes in "Milords, we have enough slaves of the state to employ approximately half the men they need. It will take quite a few men to dig a mine, perhaps a third of our freemen, and they will need to work full time, with no time to spare for militia work or the harvest."

Iron:
> (None)
Copper
>||||| (Great)
Tin
>||| (Okay)
Silver:
>|||| (Good)
Zinc:
>|| (Low)
Gold:
>| (Poor)
>>
>>28727405
So keep a guard 24/7

We need to send out our boat with archers or something to at least keep morale up
>>28727079
When's harvesting season?
>>
>>28727263
That's awesome.

The council presents to you a formal document, a constitution, which will permanently define laws, as well as formally declare your township a sovreign city-state, independant of the homeland. The constitution requires your town to have a name.

Since noone can agree, the highest roll by my next post will name the town.
>>
>>28727471
start mining some copper and zinc

make us some brass for some muskets
>>
>>28727522
>name the town.

Zuidenthorp
>>
>>28727471
Um... we should find iron in one of the neighboring regions. And this survey team should come with a few bodyguards.

But begin the mining for copper, zinc, and silver. The non-slave labor will be subsidized by the state, since we hopefully have money to spare.
>>
Rolled

>>28727522
Greendayle, baby. Hope you want the rolls to be d100.
>>
Rolled 62

>>28727565
>forgetting to roll
>whatever year this takes place
>>
>>28727592
We have all the materials to make bronze.

>>28727471
Build a smithy and train the troops on horse back fighting(spear and bow)

Can we get a specific number of peasents and soliders?
>>
Rolled 31

>>28727619
What the hey? Rolling again.
>>
>>28727656
You rolled 1d00, not 1d100
>>
>>28727651
>Build a smithy

All of my yes.
>>
Rolled 31

>>28727522
Vaes dothrak
>>
>>28727619
gonna roll for this
>>
>>28727693
Team Greenydale sucks at dicing correctly, i guess
>>
Rolled 43

>>28727693
I don't roll very often
>>
>>28727471
can we get a map update. start mining the copper and tin first so we can get the rudimentary arms and armor out of the way
>>
Rolled 72

what's our king's or one of his predecessor's name?

_______Town
>>
>>28727754
Well, I vote for our king's name to be Ondell IV.
>>
>>28727754
The king of the homeland is named Roland II
>>
>>28727811
Rotown?
Rolandtown?
>>
>>28727811
Rolandeton!
>>
>>28727845
Yeah that's good
or Rolanburg
>>
>>28727811
It's the western continent so
WestRoland?
WestLand?
Rowest?
Westro?
>>
Rolled 38

>>28727845
I vote for this

So back to the missing children and lack of population
>>
Rolled 21

>>28727811
Rollandswick
>>
>>28727754
>>28727811
>>28727842
>>28727845
Unable to form a consensus, you agree to throw lots for the name of the township. The winner, a royal loyalist, chooses to name the town Rolandeton. (Rolanton?)

Several months pass, and the mine is quickly getting underway, located so as to get the copper and tin above all else. Harvest is nearing, and the farmers are worried there won't be enough farmhands to pull up all the crops in time, and there might be losses.

The councilor enters your chambers "Milords, our township of Rolandeton has a visitor!" He gestures to a well dressed elf behind him "Ahoy, milords! I am called Captain Aesitus, explorer, cartographer, and talented womanizer! I have come selling valuable goods: unperishable foodstuffs, furs and pelts from the elves in the north, but most importantly, a map, showing where all of the other races have made their homes on this frontier land! I am willing to sell all of this to you... if the price is right."
>>
Rolled 48

>>28727811
What town are our settlers from in the home country?

New ________


(roland is a dull name)
>>
Rolled 50

>>28727845
Forgot to roll.
>>
>>28727965
we dispise all others. so I say kill him and feed him to the dogs!
>>
Rolled 5, 4 = 9

>>28727965
smash him on the head with a rock, take the map from him

bury him underwater, report that you were never visited by an elf when asked
>>
>>28727965
Kill the elf. Take his stuff. Tell them we found him, slayed obviously with kobold weapons on the road. We stopped them from pillaging his body. Copy the map, then offer it back to them.
>>
>>28728010
>>28728016
let's at least ask the price first...
>>
>>28728034
way better than my post(>>28728010) I say we do this.
>>
>>28727965
Assuming we collected a few above ground nuggets Offer him the gold, telling him we received it from a place out west(if not we will get a lot of greedy visitors). Also sell some copper. Buy the map and the rest in food stuffs.

Ask about the eleven lands, saying we can set up a trade agreement between our people where we farm and send them food.
>>
>>28728048
and he's probably got a crew and a boat, they won't take kindly to us killing their captain like that, or will be suspicious at least...
>>
>>28728076
you sound like a bloody elf sympathiser

i vote we build a gallows, and send Councilman Davik to it!
>>
>>28728076
We go with our plan, then send trade emissaries of our own, equipped with gold and silver to get things going.
>>
>>28728034
>>28728016
>>28728010
Guys, we are human and have a diplomacy bonus. Let's use it.
>>
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>>28728010
>>28728016
>>28728034

You slaughter the elf without a second thought. When his first mate comes looking for him, you present a tale of kobold raiders, and show him the body. Your men were clever, and kept the wounds on the lower half of his body. The first mate curses, and tells you they were attacked by kobold pirates on their way into the bay, then he leaves and they sail off.

The elf captain luckily had the map on his person, though the rest of his goods sail off with his crew.
>>
>>28728108
Hopefully we can infiltrate their culture, and destroy them from the inside!
>>
>>28728119
Aw yeah. You should have sent some of our own to begin trade, though.
>>
>>28728119
You guys are geniuses. I'm sorry for doubting you.

Train men for battle. I have a plan. Also send a diplomat to the elves.
>>
>>28728158
You asked to send emissaries to the elven people, but the first mate informed you that they were free-lancers, and that they are actually headed east to sell goods to the Dwarves. Before he leaves, he asks if you'd like to send a message to the Dwarves.
>>
>>28728187
The elves are really far, maybe we should either build a boat or give him a good escort
>>
>>28728119
>>28728187
>>28728158
Should we take out the kobolds now or use em as canon fodder when we take over this island?
>>
>>28728210
>>28728119
do we not still have our original ship sitting in our port?
>>
>>28728206
Oh god yes. Allies, at least for the meantime.
>>
>>28728210
>>28728229
You have three large cogs.
>>
>>28728206
we'd be interested in getting iron?

>>28728226
I say we should take care of those kobolds first

>>28728229
I tought we had dismantled them for wood but if they,re still there why not
>>
>>28728226
We can use them as a mutual enemy to gain the friendships of various peoples. Besides, they can't threaten us militarily unless they gather a huge horde.
>>
>>28728206
I say no, that we would prefer to remain off the map for a the next year but ask them to return for more trading.

Ask them what they know about the kobolds.
>>
>>28728275
or maybe we could build defenses to stop any new aggression from them, and then they could be a buffer against the orcs
>>
>>28728282
The dwarves can give us iron and will be a good enemy to save for last because they aren't expansionist. That is most important.
>>
Rolled 30, 61 = 91

>>28728119
I find it funny that we have 3 hostile races near us.
Anyone up for allying the koboilds?(or enslaving)
>Orcs
are too stupid and will back fire
lizard people
>are worse then the dwarves about being trust worthy.(the former can be held back with a contract at least.)
>>
>>28728282
When you ask about the kobolds he seems noticeably frustrated. "Damn pirates," he says, and spits, "They're damn small, but they're clever. They had flintlocks! Hardly a match for cutlasses and bows. We lost a quarter of our crew to those damn imps, and i expect to lose the same on my way north to the dwarves. Perhaps we shall search for a northern passage through the icy seas."

>>28728264
>>28728316
You send a message that you're willing to trade for Iron.
>>
>>28728306
Why not. We only have to guard one Portion of the sea since we so far back and we could decimate them with our Calvary.

>>28728119
Op can we get an approximate number for our town?
>>
Rolled 60, 23 = 83

>>28728343
Welp we all know what we must do now, we must befriend them or enslaved the little fuckers.
>>
>>28728321
>I find it funny that we have 3 hostile races near us.

Every race is naturally hostile to you, as you chose them all as your enemies.
>>
we are so gonna die.
>>
>>28728365
I meant it as overly hostile by nature.
Orcs mostly raid
Lizard people are thieves and back stabbers
Koboilds are annoying shits.
>>
>>28728365
Good. I enjoy a challenge. But I'd also like to ally with the dwarves militarily.
>>
>>28728360
Milord, the most recent census says we have 25 families, with an average of five members. In addition, we have about twenty bachelors who make their home in the barracks, and fifteen slaves, who sleep outdoors.
>>
>>28728398
we are pretty safe from the orcs and the lizard people should be mostly harmless during the cold seasons.
>>
>>28728415
Contact the Kobloids for trade and to see what they did with the children.
>>
>>28728456
Nope. We will lose trust when we inevitably betray them.
>>
>>28728475
the dwarves only care about money when it comes to the outside, plus the kobloids are a pain in the ass to every one right now and they like to expand quickly.
>>
>>28728528
Then why should we seek to trade with them if they are going to be wiped out? I doubt they have a huge amount of resources to trade with, and any contact with them will be toxic to our reputation.
>>
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The harvest passes. The councillor enters the chamber with a number of papers.

"Milords, we have a number of petitions and issues for you to deal with." He rustles through his papers for a moment, "Ah yes," he says, "The Miner's guild reports that they have a great deal of displaced stone which can be used. A few citizens who were masons have formed a Mason's Guild, and are asking for your opinions on what to build."

He rustles through the papers again and peers at them through his round spectacles. "A group of men want to take one of the cogs to see if they can broker some sort of peace with the kobolds. Most of them are the fathers of stolen children."

"In addition..." he hesitates, "Well, this one is a bit hard to believe..."
>>
I suggest we build trebuchets and focus on range combat since it looks like the little guys have advanced weapons.
>>
>>28728583
Go on dammit.
>>
My fellow Lords, if I may join the council.
>>
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>>28728583
"Milord, some of the horsemen report that there are folk living in the western plains, beyond the bay. Reports say they have dark skin and they..." he hesitates again, "Forgive me... they ride beasts no man has seen before. Great big yellow cats, with mighty beards, and horses which are striped white and black. Surely, these are embellishments by bored scouts, but the matter is clear: There are indigenous peoples in these plains."
>>
>>28728566
from what we find out they are mechanically advanced then us so i think its more beneficial to gain some sort of agreement that is favorable to us.(they are stupid remember.)
>>
>>28728647
Send a small group to contact these people and try to set up trade and more information about the island from them.
>>
>>28728638
Well, it's Rolandeton, even though it is pronounced how you spell it.

>>28728647
Have the stonemasons upgrade our walls and towers to rock, and send an emissary to these people, asking them to ally with us.
>>
>>28728647
AFRICANS

THE GREATEST WARRIORS OF THE SAVANNAH

OUR ONLY CHANCE IS TO ALLY THEM

have we got any fertility for grapes and aqueous melons?
>>
>>28728683
The southern portion of the continent has a climate akin to the mediterranean. The peninsula is hotter than the northern plains. Grapes would do quite well here, and the soil is extremely fertile.
>>
>>28728678
this
>>28728682
I say the locals develop a specific accent from contact with the natives and start pronouncing it Rolanton after a few decades or centuries
.
>>
>>28728583
>>28728647

Make new walls and towers with the rock.
See if we can make peace with the Kobolds, but remember they stole our children, they will have to make that up to us.
Use these natives to our advantage. If we ally with them, we could have a ste up from the other civs
>>
>>28728647
Send a diplomat to the western natives, asking for peace

Have the masons improve our defenses.

Recruit some more farmers and expand our harvest.

Do not allow the men to go over on the cogs. I be damned if those kobold bastards get one. Maybe with a military escort.

>>28728638
Welcome
>>
>>28728583
upgrade our walls and have them make paved roads with the stone.
Also make a dam/and or bay with the stone.
Also have them make a stone shelter as well.
>>
>>28728717
But we already pronounce it Rolanton. That doesn't change how it's spelled, though.
>>
>>28728743
did we build some docks yet? we should build some docks and start fishing
>>
>>28728775
I mean't wooden docks of course
>>
>>28728775

I second this.

Fishing will help supplement our food stores with the work force taxed as it is
>>
>>28728822
>>28728775
Also have the masons make it defendable.

>>28728647
>>
The masons begin replacing the palisade with a stone wall. They take the opportunity to expand the town, and build a few more houses. The carpenters take initiative and build a fishing dock, as well as small boats for fishing.

Though there is much debate, the emissaries head off for the Kobold islands, hoping to make peace, or at least find the children who were taken.

You send emissaries to the natives, guarded enough to protect themselves, but not so heavily armed as to seem like a raiding party.
>>
>>28728822
Thirding. More food=more people=more soldiers.
>>
What are we prepared to trade with the Elvesif they return with trade terms?
>>
>>28728872
Since our population is going up, start training boys and girls for careers in the military. Start building swords with the copper we have.
>>
>>28728872
Just before winter comes, the emissaries from the west return, but not alone. A hundred or so natives are with them, riding on the backs of black and white striped horses and great golden cats with mighty manes. It seems the tales weren't embellishments at all. They send an emissary into the council chambers.

"We be da Savna. We be livin heer many lives, many seasons. In summer, we hunt horse, and wildebeast, and eat berry, but in winter, we starve, and die, and weep. We wander many seasons, searching for hope. Now, we have found it. We do not wish to wander any more. We come here, live with you. We teach you many things, how to hunt, lay of land, how to tame wild beast. You give us home in return, to live, to marry, to mate. Your people, our people, become one people."
>>
>>28728937
Yes.

>>28728942
>Copper
I mean bronze. Make bronze from the metals we have unearthed and turn it into weapons, specifically swords.
>>
>>28728872
Lets make a few water mills
>>28728942
I think its best to train in range and only have a few elite for combat.
>>
>>28728872
Build up the defenses at the dock alittle bit.

Mine some gold for when the elves return/ for the natives.

Have the carpenters put stakes in the ground around the wall to denture burrowers.
>>
>>28728960
Agree, also ask him for information about the land and what is edible.
>>
>>28728960
YES! But they have to live outside of the walls and help us farm/fish. They may not become soldiers for the first few generations, but can provide us with trained lions.
>>
>>28728960
Time to expand some more.

Have a complete tech/culture transfer

Have another census.

Mine some gold
>>
>>28728960
>breeding out their strange and sun-resistance skin tones

not sure about this
>>
Do we have bronze yet? if not, Smiths should work on that - more valuable than copper alone.

>>28728960

I move that we accept the natives. They aren't some other race and we have little to gain by destroying them.
>>28729008
These conditions seem fair to me.
Might we also spread the Holy message of our Divines to these heathens so they may one day live amoung us as equals?
>>
>>28729042
>strange

meant 'strength'
>>
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>>28729008
Instead of this lets make a wooden wall around them like my pic.
>>
Accept them wholeheartedly. They are human and provide an army we desperately need.
>>
>>28728960
well that sure was successful. We will mix our cultures and form a much different culture from the homelamd
>>
>>28729042
I think that given time, we can grow together. They may be savages, but given time and the Holy word, they can become one with us and all of us stronger for it.
>>
>>28729079
No. We're going to let them in after ten or so years, and I don't want to build any walls that aren't stone or better.
>>
>>28729079
>>28729142
Ser Moogle, I must agree. Any walls should be built for the long term. We musn't scrimp on the safety of our people.
>>
You accept the Savna with open arms, though with limited citizenship. The Savna settle in a ring around the walls, and put up hide huts. Some of the carpenters assist them in making wooden homes, and a few of the Savna take up carpentry. The Savna seem content with their segregated lives, and a sort of economy springs up, with the inner circle trading with the outer ring.

The councillor comes to the chambers "Milords, the people are grumbling." He seems unhappy with having to bring this petition to you. "They want something to worship. It seems they wish to leave the king-worship of the homeland behind. They look to you, in your wisdom, to reveal the true gods to them. A small fraction of them even want to become priests."

What sort of gods shall your people worship?
>>
>>28729142
>>28729198
Fair enough, but lets make a second set of walls that protect the fields and act as the first layer of defense.
>>
>>28729220
Gods of science or technology in general.
>>
>>28729220
I have seen in my dreams a Divine Trinity.
One God of Love
One God of Wisdom
One God of Wrath
>>
>>28729289
this works for me.
>>
>>28729220
uh... we should maybe turn to some sort of polytheism centered around our surrounding elements and the values that encouraged us t come here from the homeland, what kind of spiritual lives do the savna lead?
>>
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>>28729220
Dragorse
>>
>>28729220
Goddess or the harvest. And focus the carpenters on getting them all housed. The stonemasons should build that second set of walls.
>>
>>28729220
R'hhlor the lord of light
>>
>>28729308
The God of Love shows us to be kind to one another and work with the Savna people.

The God of Wisdom drives us to create new ways to farm and build.

The God of Wrath punishes those who harm us and those who disobey the Divines.
>>
>>28729308
Here you go>>28729311

>>28729220
Work on build a larger wall around the savna. Have a festival celebrating the chosen god and try to increase our relationship with the savna

What all did we learn from them and what kind of animals do we have.
>>
>>28729314
about the second set of walls should be a bit away so as to allow growth for the future.
>>
>>28729314
>>28729308
Okay so let's say goddess of the harvest, a god of the ocean and tempests, mixed with a belief in the holy spirits of animals (the horse spirit, the lion spirit). Whatever we choose The religion should bring values of freedom, justice, and respect for nature.
>>
>>28723411
Lizardfolk are going to backstab themselves into extinction.
>>
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>>28729289
>>28729304
>>28729362
You choose to worship three gods. A god of love, a god of wisdom, and a god of wrath. The masons build a triangular temple at the center of town.

The gods have many things under their purview. The goddess of love governs the harvests and the seas, depicted as a homely woman. The god of wisdom watches over the workers, and is used to represent peace between Savna and Rolandetonian, he is represented as a man who is half white and half black. The God of wrath governs the metals of the earth, the beasts of the land, and the winds, and is represented as a centaur.

The masons set to work building a triangular temple near the center of town, as well as finishing the second set of walls around the Savna. The Savna teach your people how to tame and ride their cats, which they call "Lions."
>>
>>28729376

Lord Greyhold, I implore you to consider my dreams. I feel I've been touched by the holy spirits themselves.

These Gods embody all the aspects you feel we need.
>>
>>28729450
>Dat religion

I like it. Make the lion riders our melee cavalry, and the horsemen our horse archers. Get the carpenters to build the Savna houses. Finally, either get iron from the dorfs or make our swords and spears out of bronze.
>>
>>28729451
If it is what the majority wills, I see no wrong in it, I am not a very spiritual man, and was simply searching for a practical faith that would suit our needs.
>>
>>28729450

Perfect!

I think a festival to honor the Divines, welcome the Savnas, and distract the people from their worries would benefit us all.

>>28729525
Bronze Weapons and homes for the Savna.

I'm beginning to worry about the Kobold Envoys. I do not trust the leathery beasts. I fear for the safety of our people, my Lords.
>>
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The councillor comes to you with a worried look. "My lords, the Savna have a rather strange habit." He places a small herb onto the desk before you, green with little strings of orange. "They call this the sacred herb, and they smoke it in pipes made of bone." He looks disgusted, "It's not merely a flavorful smoke like the tobacco of home, it is has a strange effect on the mind. It makes them quite loopy, they say strange things and laugh at nearly anything." He picks the herb back up and puts it back into his pocket. "They still get their work done, but many of our own people are beginning to pick up the habit."
>>
>>28729588
Yes! A trade resource! But ban smoking on holy days and times of low food storage (munchies man).
>>
>>28729588
>domestic gender issues
>race-mixing and segregation
>now cannabis troubles

OP is getting us to do his homework isn't he
>>
>>28729588
make the herb only allowed for the adult and for when they are not working.
>>
>>28729588

I would put forward this:

So long as a mans work effort goes unaffected, he may practice whatever recreations he deems fit.

Add it to the festivus!
>>
>>28729630
>>28729644

And for children under eighteen. Forgot that.
>>
>>28729644
>>28729630
A combo of these two, but make it punishable if they do break those rules.
>>
>>28729691
All of our rules are punishable if broken. Usually with indentured servitude and mutilation.
>>
Maybe this ressource could be of use in trade, but we should avoid substances of the sort that poison the mind and weaken the body.

>>28729643
I'm starting to wonder if I shouldn't just play the hyper conservative character to counter balance all this.
>>
>>28729643
Well, it's Culture Quest, it's about making cultural decisions. It's not just another Civ game.
>>
>>28729643
>datculture.jpg
>>
>>28729733
Speaking of civs, where are our emissaries? I want my trade, mang.

>>28729711
Also, I'm going to be changing my trip to better roleplay my part.
>>
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The council comes to a decision. The herb is to be allowed, but only for adults, and not on holy days or during food shortages.

In response to this, many of the children of Rolandeton cry out. Some of them storm your council chambers, and make a formal petition before you. "We are people, and people have rights! Our parents tell us to do things, and we are incapable of saying no! We want to be able to do as we wish, to become whatever profession we wish, not just what our mothers choose for us. We want to be able to eat, and drink, and marry as we choose! We want to be free folk, just as the adults are!"
>>
>>28729815
Laugh, and tell them to go home.
>>
>>28729779
>Speaking of civs, where are our emissaries? I want my trade, mang.
That is a very good question :D
>>
>>28729815
Do you have to do the same work as adults? Do you have to pay taxes? These and many more are your privileges, and in exchange your parents choose what is best for you, because you surely cannot.
>>
>>28729815
They have not experienced enough to be called free, they have little wisdom, and apparently they show no respect for tradition or their elders too, we should discipline these children, as it seems their parents do not.
>>
>>28729815
I actually laughed, so i guess so will our character.
Also tell them that they are not considered men and women, as such they should listen to their elders.
>>
>>28729815

Out of the question.
They are children and they will obey their parents and our laws. It's important for them to respect boundaries if they are to grow to be responsible adults.


That said:

We aren't tyrants. I fell that the children should be able to choose a life for themselves, work towards any skill they happen to have an inherit aptitude in.

Perhaps this concession will soothe them?
>>
>>28729875
this is asking for trouble, but i do think that we should force these children to work to be apprentice for different jobs.
>>
>>28729903
In our present society we have three options for a child:

Farmer/fisher/miner
Artisan
Soldier

The kids can choose from any of these three, so long as the proportions stay roughly the same.
>>
>>28729943
there is more
Scout
Tamer
Priest
Diplomat
Hunter
Maybe healer as well
>>
>>28729979
Forgot religious and wildsman. Thank you.
>>
>>28729943


But would it not be a waste to have a strong boy from a family of artisans be forced to paint pottery when his calling is that of the soldier?

I will ask the God of Wisdom for his council
>>
>>28730043
I said the kids can choose what to do (preferably upon reaching fifteen or so), so long as the proportions stay the same.
>>
You laugh at the children and dismiss them. They grumble, and their parents lead them home.

Spring comes, and the first anniversary of your landing is dubbed a feast day. You have a great feast, there are holy services, and the Savna share their sacred herb with the people. The children run around playing games, the adults get drunk and enjoy themselves, and the Savna teach your people many dances.

The Mason's guild has finished the second wall around the town, as well as fortifying the docks and re-building the watchtowers in stone.
The Miner's guild has shifted their focus to gold and silver.
The Armorer's guild has finished their work. Your military is now armed with bronze breastplates, arrowheads, spearheads, and swords.
Planting season begins. The militia (your armed forces are 2/3rds militia and 1/3rd standing army) return to work in the fields. The Savna cease their hunting during the spring mating season, and the livestock bear young.

The cog sent to treat with the Kobolds has not returned.
>>
>>28730073
Then the Gods have guided our hands yet again.

Praise be.

(Sorry I'm an idiot)
>>
I should really check for recent posts after writing my posts. You make a concession to the children: They can choose their profession according to their aptitudes, rather than their family profession.
>>
>>28730083
Send a scouting part with the Savna as guides to see what the koboilds are up to.
Have them go by land since sea routes are dangerous.
>>
>>28730124
How are they going to scout an island by land?
>>
>>28730083
This kobolds situation is worrying, I say we put the carpenters to work on building some bigger ships, adequate for warfare, I suspect we'll need it soon.
>>
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>>28730083
Forgot my awesome feast-day picture.
>>
>>28730083
And the dwarves? And what have the carpenters been doing?

But anyway, our actions should be to invent the crossbow or to improve our existing bows to compound recurve since we have no iron.

Focus on improving the lot of the Savna including building them houses and letting A FEW of them begin moving into the inner ring.

Begin training a citizens hoplite force of spearmen with large bronze covered shield. The real soldiers go in the cavalry.
>>
>>28730083

My Lords,

If I've said it once, I've said it a thousand times. The Kobolds are an evil blight upon this land.

Looking back, I'm shocked we ever considered making peace with them. They steal our CHILDREN, they capture our envoys. I've had enough.

The God of Wrath came to me in a dream last night. He showed me the true nature of the Kobolds. We must be rid of them before they spread through this world like a rash.

When the planting is gone I move that we take our standing army and 1/3 of the militia to the land of the Kobolds.

War is what I ask for.
>>
>>28730176
My apologies, my lord, i skipped the Carpenter's line in my ledgers. The Carpenters have finished building houses for all of the Savna, and they've built a great deal of fishing boats.
>>
>>28730148
they can use canoes.
>>
>>28730171
Good find. lol
>>
>>28730189
>war

Ah heck naw. Not until we have a firm ally (I would prefer the dwarves) and a strong navy. We will appease the Lord of Wrath by arming and toughening ourselves.
>>
>>28730155
Speaking of which lets make an irrigation system for farms and make some aqueducts.
>>
>>28730189
hear! hear!
>>
>>28730189
Denied, going after such an advanced foe with out an ally or a chance for gain is ludicrous.
>>
>>28730213
If the houses are done, then build us a navy able to fend off the kobolds and land on their shores.
>>
>>28730189
>planting is done*

I agree militia should be trained as hoplites.

The Savna have been nothing but courteous, I think we can start integrating them into our city, too.

If you will not fight our enemy, then I implore the Council to consider redoubling our efforts to make contacts with the other civilizations. We know little to nothing of the outside world, only the whispers of an elven sailor.

I will pray to the God of Wrath for forgiveness and hope that such acts will appease him.
>>
>>28730347
We know where the others are...
>>
We still have our ships? Perhaps we could "accidentally" run one afoul of a sandbar near kobold territory. Have the "crew" abandon the vessle in lifeboats while 50 of our best warriors lie in wait trojan horse style.
Kill the kobold looters who show up and take thier flint-locking weapons, then burn the boat and sail home on a second ship kept carefully out of view.
>>
>>28730347
well the kobloids are the nicest civ that is close to us since going after the dwarves or elves would take months and any trade route will get attack.
So i say we try to expand on our lands.
>>
>>28730392
We have people in the dwarf lands as we speak, unless they've been killed by the kobolds, whom we've also sent emissaries to.
>>
>>28730425
not really, the elves carried words from us to the dwarves, we didn't send anyone.
>>
>>28730425
well they have a long journey since they have to go through mountains.
>>
>>28730382
We have an Elven map yes, but what else do we know of them?
What resources do the Dwarves have?
Are the Lizardfolk expanding?

>>28730391
This I like.Perhaps our smiths could reverse engineer the weapons and we could learn the fate of our envoys.

>>28730392
The Kobolds are hardly "nice" They steal our children in the night and terrorize the Elves as pirates. They are a blight. Anything we gain from them we take by force.
>>
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"My lords," the councillor says, "We have received an envoy. He ushers in a Dwarf with a grey beard and tiny spectacles. The Dwarf deploys what seems to be a portable folding desk, and withdraws some papers and an inkwell. The Councillor brings him a chair, and he sits at his desk before you all. "We received your message by way of the elven traders, and I am the envoy the glorious kingdom of Rustedclasp has sent. We are prepared to negotiate trade rights for Iron in exchange for foodstuffs, and i am authorized to consider any trade contracts you may propose."

He looks over his papers, rarely looking up to make eye contact, and in a monotonous tone he continues, "In addition, my people have prepared a report. We are centrally located on the continent, and have made minor contact with all of the races so far, save your own. We have written a primer on what they have been up to, as well as preparing a map." He hands two documents to the councillor.
>>
>>28730473
They have IRON, which we need above all other resources right now.
>>
>>28730473
which is what i meant, we have back stabbing lizards and raiding orcs.
While the elves are on the other side of the map and so are the dwarves, but on mountains as well.
>>
>>28730499
Get that iron and a military alliance. We have lots of food and some weed, so he can ask for howevermuch he wants.
>>
>>28730499
can we get some basic numbers about our population by the way?

Let's begin trading
>>
>>28730499
are these fuckers really lying to us or do they mean in the center, but not the middle?
>>
>>28730499
For our next actions, I suggest getting the citizen hoplites trained and armed, as well as continuing work on the navy.
>>
>>28730499
The Dwarves have Iron and information. Things we need desperately.
Trade with
Fish, crops, Savna weed, and Silver.

>>28730557
Maybe the Elves were off in their cartography.

Be friendly, treat him well. We need the dwarves.
Hell, give him some weed before he makes his decisions. Butter this little hairball up and send him away fat and happy
>>
>>28730499
One ton iron for two tons of food?

And rights for our merchants to set up shop in dwarven territory and vice versa.
>>
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>>28730499

The councillor reads the primer to you, and presents you the map to pass among yourselves.

Elves and Lizardfolk: Both of these races have expanded at unexpected rates. They came into conflict quickly after settling, and have begun desperate landgrabs at the terrain between their capitals. Their races battle almost constantly, and we have had difficulty entering their lands for trade purposes due to the war.

Orcs: The Orcs have some sort of new necromantic religion. They are led by a shamanistic prophet, who has begun leading his people into building some sort of enormous limestone monument in the shape of a Pyramid. They have attacked all of our envoys.

Kobolds: They've reduced themselves to petty piracy, but they accepted the envoy we sent. We have set up minor trade routes in exchange for this strange invention they call "boomdust." We have dubbed it Gunpowder. We do not know why they did not attack us.

Dwarves: We have settled a second city, deeper in the mountains, which we have named Sockrustle. The mines we have dug are deep, and we have access to many metals, though the mountains are conspicuously empty of precious metals like gold and silver. We lack any truly fertile land, and our people are beginning to starve.
>>
>>28730622
If theya are actually starving i say we offer them an equal weight exchange food for iron
>>
>>28730663
I second this.
>>
>>28730617
Trade routes totally necessary.

Carpenters make trade ships and cogs to protect them from the damn Kobolds.

I think we can get away with 1 to 1 trading of food and iron.
>>
>>28730622
Ask him how we can form a trade agreement with the kobolds.

>>28730663
>>28730622
Have him form a contract with us about this trade agreement.(these fuckers always follow their contracts.)
>>
>>28730622
>>28730693
have or people make paved roads for easier travel and trade.
>>
>>28730714

I think it would be appropriate to found a new city as well. The grasslands to the north must be packed with fertile lands and game. We can increase our food production, add furs to our trade, and encourage further population growth.

Send a good mix of Savna and our own. The Savna know those plains and will help get the new city started.

Build Ships
Make bows for mounted archers
Bronze armor for militia
Build roads
Focus mining on Silver/gold - we may get all the metal we need from dwarves soon enough
Praise the Divines for the good fortune
>>
>>28730814
yes a settlement on the northern side of the bay would be a good thing, if we can send enough people to maintain it.
>>
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When you mention military alliance, his bureaucratic businesslike tone fades away and a look of eagerness appears on his face, mingled with surprise. "My people have found no friends among the other races. We are surrounded on all sides by crazies, and with your people's xenophobic history, we thought you might be the same. A military alliance would be quite useful, and I am authorized to make such a contract."


After much discussion, he writes up a contract in which your people will trade food (in grain and in fish) for Iron at a 1:1 rate by weight. In addition, the contract stipulates that should one side choose to declare war, or have war declared upon them, the other side shall come to their aid. The contract makes it explicitly legal for human merchants to travel through dwarven lands, and vice versa. He asks you if there is anything you would like to add, otherwise he asks you to sign at the bottom.
>>
>>28730714
Yes! We can build wooden forts every so often, and they will eventually become other cities.
>>
>>28730877
I am satisfied.

Signed
Angene of House Southhold
>>
>>28730877
this seems very favorable to both sides, why not seal the deal right now. Will we have embassies set up in each capitals?

Signed
Aresk of House Greyhold
>>
>>28730877
Add to the contract about yearly revisions and i'm sold.
>>
>>28730877
Establish a c ommon currency
Preferably silver or salt
>>
>>28731026
The envoy responds to this, making a suggestion. "Your people have silver, and my people are talented metalsmiths. Perhaps you could supply the metal, and we could mint the coins?"
>>
>>28731044
Agree
>>
>>28730993
>>28731044
The contract is finalized with these stipulations. The Dwarven envoy gathers his guards, and heads west around the bay, beginning his long trek home.

The people hear murmerings that the council plans to settle a second town, and soon Rolandeton is abuzz with excitement.

Where would you like to settle, and what will you call your second town?
>>
>>28731110
in the plains to the north west of our village.
>>
>>28731110
this >>28730814 seems to be the most logical choice, we would secure our control over the bay
>>
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I vote to put it on or around this square.

Name it Nortbury
>>
>>28731283
i vote for it to be one square back and one square up.
We have to give room for expansion and having them too close is bad, plus it gives us access to new land type.
>>
>>28731283
Agreed plus if we ever need to renege on our deal with the dwarves we can easily blame kobold pirates
>>
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About 50 people head north across the bay in ships, half of them Rolandetonians, half of them Savna. You name this town Nortbury.

The councillor comes to speak to you "My lords, this new settlement has lead to another problem of language." He seems delighted at this sort of inconsequential problem, "When people say Rolandeton, others can't tell if they mean the town, or the budding nation. I believe we need another name, a name for our two towns as a whole. A name for our nation."

>Please roll 1d100. If you can't agree like last time, the highest roll will be taken.
>>
>>28731365
WestFalia land of the free men.
>>
>>28731365
this is gonna be problem with our two cities so close and not being able to get access to new resources.
>>28731413
fuck it go with this.
>>
Rolled 87

Sovereign Nation of Pax
Our people are called Paxtons.

>aptcha: ReekOP divine.
>The Gods think you stink Councillor :(
>>
>>28731365
The Free Peoples
All we have in common is that we are human. We should integrate any other humans we find.
>>
Rolled 14

>>28731426
next time we wil build much farter north

and if people start rolling
>>28731413
>>
>>28731469
god fucking shit damnit what's with the shitty fucking rolls. anyway I say it has to have the word free or somethiing like that since we were mostly a horse people at first and live in plains and all.
>>
Rolled 17

>>28731490
Free Peoples of Pax?
>>
Rolled 89

>>28731365
Our nation shall be called Greystream.
>>
>>28731521
do we need the word pax? after all we are still xenophobes
>>
>>28731536
I thought the Paxtons sounded cool, but no we don't need it. I suppose Greystreams wins.
>>
>>28731580
Only if you guys can't agree. The roll is for if consensus can't be decided.
>>
>>28731580
>>28731604

I like greystream.
>>
>>28731604
forgot muh trip
>>
>>28731618
well then, let's say we are called Greystream, we can say we are the free men of Greystream.
>>
All of them are all equally and completely full of Autism!
>>
>>28731637
OK
>>
>>28731647
The Aspergerous Peoples of Greystream
>>
Let's just go with Greystream already. And get those hoplites trained already!
>>
>>28731647
if they were autistic, they might make sense at least

>greystream
what the fuck kind of random name for a nation is that

first of all why would you name a nation after a geographic feature

secondly why did you just pull a random colour and geographic feature out of your ass

something like 'the Southplain Colonies', 'The Savannah Confederacy', etc.would make at least a little bit more sense
'The Savannah Confederacy' etc.
>>
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The council agrees, and thus dubs their nation "The free people of Greystream."

The planting season ends, and your farmers find themselves with leisure time again. The time for grand projects is at hand, or perhaps the time to focus on specific military training?

[This is my first quest thread / civ game, so i don't know how long these usually last. It seems like we're reaching a good stopping point though, so unless anyone objects this will be the last choice of the night. We'll resume next saturday night]
>>
>>28731707
The sperglord is assaulting the walls! He must be repelled.
>>
>>28731707
that's why I was suggesting westfalia, altough the falia part doesn't mean anything. I guess you're right but it's too late now, on to more pressing matters.
>>
>>28731724
Please see >>28730573. And now would be a good stopping point, but remember to write down all our buildings, diplomacy, etc.
>>
My Lords. The hour is late and I must retire. I trust you will lead the people fittingly in my absence.

Praise be to the Trintiy.

>Great job OP. I've done quests before. They can be tough.
>>
>>28731724
keep building and improving our fleet.

And yes this is a good stopping point, it's 2:50 am and I got stuff to do tomorrow.
>>
>http://suptg.thisisnotatrueending.com/archive/28723411/

Archived. Thank you all for playing, this went surprisingly well for my first quest/civ game.
>>
>>28731808
enjoyed lurking
good hosting on your part


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