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File: gateway.jpg (265 KB, 1920x1080)
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Rolled 45

Last time Sir Richard Jeffery Didrikson successfully established a colony by overtaking a Keep forsaken by all except the dead and started drawing in settlers within these infamous war torn lands. While you left these notorious lands behind to a degree you made up for it by going to the borderlands that border the notorious wilds where even the lacking civility of the former lands are absent. Here you attempt to run your colony with your only remotely nearby human companion being a former retired warlord by the name of Lord Bulcar due to him going 'legit'. what is strange is that despite being a former warlord his domain is mostly a single well guarded town with a manor whose fealty is owed to by a number of smaller hamlets and villages.

You would normally be expecting something more however you can't deny how well armed his forces are equipped in dwarven made gear and having his primary fortifications under construction being overseen by dwarves. Must of cost a bloody fortune. Right now you are outside his manor determining your next move. You could return or see what else is lurking within this town.
>>
Rolled 84

>>33585868
At the moment your own domain includes a keep built on top of a large outcropping of rock bitch to get to but is that much harder for attackers to take as well at least. Luckily it also has a built in natural spring which is a real life saver. Beyond that you have a village nestled in some nearby hills who cleared some fields sadly they remain empty still thanks to the dryads. While your troops built a palisade and ditches around it for defense.

Beyond that you then captured a nearby quarry that was left to rot. Its in terrible shape but the beginnings of a fort is being placed near it...seems to be they plan to use lumber. Great that is gonna piss the dryads right off.

Force projection wise your rangers regularly scout, while footmen and snipers patrol during the day. Undead knights patrol a night and the dryads/spirits sorta just laze around(see 'guarding').

>Turn 8
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 4

>Pop 650
>Military 500
>>>>>Food: Excellent
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
>>33585868
We need to go to market, grab some domesticated animals, construction equipment, masonry equipment, and maybe some women to "cook and clean" around camp.

Also try to introduce ourselves to the dwarfs, see if they would like to help us with our masonry operation, they would be paid handsomely.
>>
Rolled 30

>>33585963
Yup market and I would like to know what our officers think about our 'Slaves'.

I would be down for freeing them or even seeing about having them join up with us. Also I hope we are feeding them that would be messed up other wise.

"Cecilla I understand that you wish to keep nature as it is at the moment. But with the gnolls doing damage to the area would you be find with a fort being built to help defend the area? I ask because I hope with your magic we can limit the damage to the forest."
>>
>>33585963
This was me>>33585986

Seeing as it's quiet here:

>Pop 650
Who are these 150 non militants and what do they do?
>Military 500
>>>>>Food: Excellent
Really? How?
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
Like what?
>>>>>Fuel: Poor
Fuel? What fuel? What needs fueling?
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
Our dryads won't let us grow grain, can we repurpose this?
>>>>>Weapons: Armaments. Stone weaponry. Slings.
Is this what we have an "average" amount of? Why keep this crap?
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
Carrier pigeons? Are there any for sale in the market?
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
We have drills? Sweet.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
I want explanations for all of these guys.
>>
Rolled 50

>>33585868
Ah my apologies for forgetting the fact you are the fifth of your name.

Your mother was a Didrikson you see and you were sorta considered a failure of the Didrikson line. Though that may have changed regarding certain escapades.

Anyway here are your 'stats'.

Heroic Unit
Hero Archtype Adviser
Previous Unit Types Bad Ass Student and Elite Noble.

Heroic upgrade archtype Adviser

Stats range from 1-10 above 10 is consider superhuman tier. While 10 is akin to olympic standards the highest and best of humanity.

Might: Governs raw strength and toughness 6
Agility: Governs your dexiterity, reflexes ,how agile you are 6
Intelligence: How smart you are. 8
Wisdom: aka your willpower and a bit of common sense 5
Charisma: How attractive/persuasive you are 9

There is no luck stat that is up to the dice to decide. There are other stats to consider but those are consider 'power' stats which may be hidden depending on what they are.

Power Ranking Heroic Basic.
POWAH LEVEL YOU IZ A PRETTY PANSY.

>>33586380
Those non militants are a mixture of settler and troop support.

You spend a fullblown loot on food considering your pop that will last you awhile especially considering is special summer time crops food is gonna be plentiful/cheap.

Armaments is made up of the gear your guys use. Such as weapons, ammo, armor, and the stuff to maintain them.

Fuel stores is considered stuff like lumber, coal, oil, magic batteries, psi springs, ect. At the moment you fuel is made up of the following. Very important for doing industries activities as well as heating.

Lumber and coal.

Dryads disagree with current agricultural methods its said that the elves know of a certain way to do it involving 'gardens' instead of 'farms' or 'orchards'.

Its what is widely available for your people as you lack the means to produce anything else.

Possibly.

Drill mastery was acquired...fuck it basically meant for drilling troops not actual drill as in tools.
>>
Rolled 77

>>33586623
>>33586320
I guess our officers are not with us or do they have nothing to add?
>>
>>33586623
Are there enough non militants that we can afford to train 50 stone slingers?

Seeing as we have the ability to drill them, we could get them good fast yes?
>>
File: crude map.jpg (17 KB, 1216x632)
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Rolled 70

>>33586623
POWAH level by the way includes 'hidden' stats/modifier and includes ALL your stat totals include basic, special, and rankings.

So seeing some small if not major differences for unknown reasons is not surprising. Have fun figuring out the hidden.


Spirit Techniques

Spirits are noted from being similar yet different from divinity power that is the domain of deities and natural magics like that of which druids use.

Their power is noted to be different from each yet similar in a weird hybrid kinda hybrid way if it wasn't that they can appear to use powers that don't even remotely fit into those two rough categories.

Never underestimate spirit techniques as it can prove a rude surprise to even the gods.

Fae specialty Dryad magic meanwhile is of the Fae type magic with the specialty being of the dryad variety.

Fae magic is a specialty in nature or natural magic with a special noted difference regarding flare for trickery, chaos, and illusion.

The sub specialty Dryad is noted to be more plant focused in addition to the above.

>>33586320
Officers suggest freeing the non savages is what they can agree on.

Everything else not so much.

Cecilla when asked to build a fort...snorts with derision stating it can be easily done by the dryads without the need of dead trees or stone, it will be costly though or it will take awhile.
>>
>>33586917
"We can afford time, not resources. Please Show us your fort building techniques."
>>
>>33587073
Agreed.

I assume we need one more for the market vote to get moving.

I'm thinking for the slaves we ask the elves to help with garden as payment for us saving them, Dwarfs help with the quarry and humans support for the two. That is if they don't join us.
>>
Bump, just got here. Anything I miss?
>>
>>33587073
I can second that.
>>
>>33587174
Humans don't have to work off their rescue, show some humanity. They are invited to join us, or welcomed to leave and be escorted to the next town.
>>
>>33587260
It's to be fair other wise the other two will be mad at us for asking payment from them.
>>
>>33587205
More hero stats and talks about slaves.
>>
Rolled 54

>>33587073
"Hm building techniques...we don't build we grow."

>>33587174
And so you decide to wander down to the market. The place appears to be quite crowded and bustling with activity. Makes sense considering this is the only nearby marketplace for people. While there you DO notice a dwarven smithy which appears to be churning out weapons and armor with an impatient quartermaster nearby awaiting his armaments while haggling with nearby farmers over their produce. Across the street you notice a group of elves seem to be coming in with their own wares of fanciful cloth, produce, and books.

Down the alleyway you notice an odd little shop claiming to be known as the cradle.

nearby a bulletin has a bunch of freaks hovering over it. You guess they must be mercs or more likely adventurers.

Down the road you note appears to be a bunch of farmers with carts laden down heading into town while around the corner is a bustling of a marketplace full of small businesses without the big players that you noticed while coming inside.
>>
>>33587319
We aren't asking much in payment, and of course we aren't going to enslave our own kind.
I don't think "racial fairness" has much to do with how they feel about being enslaved.
The fact that we are going to let them go eventually is good enough, there is a lot of implicit racism in fantasy world. I would call it a fair deal for them.
>>
>>33587442
>look at bulletin board
>help my castle was captured by undead knights; clean it up for rewards!
>>
>>33587442
All right I say hit up the dwarfs for quarry tools and then elves for garden info.

>>33587624
Turns out is was our castle and they are lying to get people to attack it.
>>
>>33587665
Way to explain the joke..
>>
Rolled 54

>>33587442
You notice near the bulletin board is a large number of taverns to house them give and grant close access to both the market, work, and the red light district ingeniously placed really.

>>33587537
There are a number of non racist factions the stronger ones tend to be less racist...somewhat well more along the line they put aside their differences.

The Ashlands for instance before they got turned to ash was the domain of a gigantic empire who had a weird equality and slavery deal going on. if you weren't a slave as in free it was pretty good.

The other is the Undead Alliance and their counterpart the Walled. The undead are actually 'friendly' to the living ever since the first necromancer showed up they lost their deep hatred for the living and your welcome if you got the proper papers.

The walled meanwhile can't afford to be picky while desperately trying to hold of the gigantic tides of undead. They like everyone who helps them out even the undead who fight against their own.

>>33587624
You actually did see a job about that a lost keep being abandoned and cursed but it has since been crossed out with VOIDED written over it. The reward would of been a large sum of gold, suit of armor, and a book.

Its worth noting that when the death knight saw it he seemed to linger over it before going off muttering about old debts, lost love, forbidden arts and dead heads.

>>33587665
Dwarves state they don't deal in tools and that if you want such things your stuck with local human smiths or shipping it in.

The elves meanwhile give you a look before stating that Elven gardens are too complicated for humans and you should still with your small walled ones.
>>
Rolled 95

>>33587739
To the humans!

"True we are no where near your level. But with the help of dryads I believe we have a chance. I assume elves are okay with dryads other wise never mind what I said. That is if you are willing to let us try with your help."
>>
>>33587739
Yeah, make sure you snatch that particular flier off the board and stick it in our back pocket for safe keeping.
>>
>>33587739
"Dryads, aid us in searching for tools that'd help you grow the facilities and fortifications we need."
>>
Rolled 20

>>33587739
"Hah then what the hell do you need us for?"

>>33587875
You grab the flier when you look at it closer it states that to turn in the bounty then go to the local guard HQ for additional info, rewards, or contact info.
>>
Point of note, what are and can we accomplish at the market? Does our Advisor have any ideas in mind?
>>
Rolled 5

>>33587985
"Because I would like to have the best and I was told elves were the ones to talk to. But I cold have been miss informed."
>>
Rolled 34

>>33588013
As the adviser and seeing the reports you do know you could use a number of skilled labor, beasts and tools.

>>33587983
"Tools?"

>>33588078
"The best cost a lot of money and still takes time even with Fae magic...which has a bad habit of well....there is good reason why one avoids the Fae.
>>
>>33588123
"Certainly, is there nothing we can gain to aid you Dryads in growing new things? It does not have to be tools, even exotic items, or fertilizers, and the likes."

>>33588123
What sort of tools should the advisor thing we be out on the look for?
>>
Rolled 66

>>33588123
"Time is not a problem if you can do what I asking for. True fae magic can cost a lot. But when people work together I find it can lead to better quality work. How much would you be asking for the garden?"
>>
Rolled 2

>>33588214
Considering your a noble your not entirely sure. What does come to mind is construction tools for the sake of building better stuff easier. Farm tools would also be useful to hand out to the colonists as well as crafts tools for when you can acquire skilled craftsmen for yourself.

Right now your craftmen slot is utter shit.

Have no forges no access to iron or even bronze. Stone same with slings. Laughable that is only what you can produce but at least you have decent gear even if you can't replicate it nor the settlers have access.

As is in town you notice at best there is iron floating around if not bronze. Steel seems to be largely dwarven domain especially if its good quality.

Really depends on what you have access to. Those who have no iron hopefully have access to copper and preferably tin for bronze.

at least that is what is usually done there are however other resource like ironwood, carapace, claw, bone, and other materials to use.

As is your building up quite the stockpile of the more 'natural' stuff in particular beast parts with a few plant stuff mixed in.

If only you had someone who could deal with such things...then again there might be some texts for the basic/simple stuff no need of proper craftsmen for something like that.

>>33588256
You talking to the elves or the dryads?

Dryads stated before that their payment includes basic services but if you want something extra special or fast its gonna cost extra.
>>
>>33588441
What assets do we have to trade for some decent iron tools?
>>
Rolled 94

>>33588441
Basically in this world people will use whatever they can get their hands on even if its rather unorthodox by our standards.

Until you remember they have fantastic materials and monsters. With that suddenly such things are no longer quite so insane.

After all blessed bronze breastplate and magical bronze blades could even potentially go up against steel even.

Or monstrous armor hides and tough bone could rival if not tramp metal.

Its all about what you got and how you use it.

Hence why the backwards tribals, savage societies, or primitive civilizations despite being so messed up can still be such a threat with their barbaric weapons once you consider such things could be enchanted or made of something special.


So you got a dizzying variety of equipment, gear, and tools being used/facing off against each other.

For the dwarves they love their metal and use runes to further enhance their already amazing work.

Elves specially grow their own materials and spend great deals of time to create something fanciful/amazing.

Humans are first species in a long while to become 'civilized' however they are also considered savage still. Basically they are in limbo for obvious reasons when you consider classic monsters and proper peoples with how humans are still a mixture thus in limbo. Wish I had that thread saved that described it quite well.
>>
Rolled 17

>>33588441
Well the elves were the ones I was asking about the gardens. But I guess it would be good to know the cost from both.
>>
>>33588660
>After all blessed bronze breastplate and magical bronze blades could even potentially go up against steel even.
>Or monstrous armor hides and tough bone could rival if not tramp metal.
It would seem then its only a matter of time before someone monopolizes the most valuable assets of the various races into a lethal combination. Using the agriculutural knowledge of the woodland races like Elves, Dryads, and Druids to maximize food production.

Imagine soldiers with Blessed Steel plate armor with monstrous hide undergarments.

But t's probably the large amount of instability and racial distrust that prevents that sort of thing from happening. At least, not for a long long time.

I for one am excited about the possibility that the "modern" era of Genies setting had strong elements of magi-tech (which could be explained as 'psionics')
>>
Rolled 49

>>33588636
You have currency and stuff brought in by troops on patrol.

At the moment your treasury includes loots, beast parts, and some plant stuffs.

>>33588660
Basically compare how humans with more civilized races are compared.

Then how humans relate to the more savage barbaric ones.

Humans are in the transition from being on the level of goblins, orcs, ect. To joining the ranks of the likes of the elves, dwarves ect.


Gear wise imagine our own historical stuff and combine it with materials from stuff like the monster hunter games except not so ludicrous looking.

With a dash of the weirder stuff like shell, wood ect but weirder with actually much more useful properties we wouldn't normally see here.

Wood that is as tough as iron. Hides that can shrug of steel bolts fired from a crossbow ect.

In this world you use whatever you fucking can and buff it as much as you can hoping that it will work against whatever you must face.

>>33588752
Elves state that it will cost for you keep about 5 loots and it wont be super speedy.
>>
>>33588834
Then you wonder what happened to the various races by the time of the Fall. Or maybe they never dissapeared, but were always there in such small numbers we never noticed them.
>>
Rolled 70

>>33588840
"Hm 5 for the whole place isn't to bad. But I was hoping we could get a small one started and see how it works out for our people. Say 2 loot for a small garden and then if it works our we pay you for a full one. Will this be fine?"

Then I'm thinking we hit the human black smiths for some tools and get more stone income. Then we can sell it, make forts and/or repair our base more.
>>
Rolled 84

>>33588834
I learned my lesson with what happens when varies species put aside their differences *shudders*. Thank fucking god there is major racial tension because holy shit you wouldn't belief what happens when that shit gets put aside.

Literally had a faction take over half the fucking world before getting stopped by the choice options of dealing with two similarly powerful ass shit forces, world threats and a hellhole to tame.

Only fucking thing that finally stopped them...

mfw they took and actually won against some of the most powerful mofos out there. A species of dreadnoughts and a species of juggernauts.

They each had their own hellish continent/homegrounds and still won...

granted it didn't work the first time but then they discovered the glory that is auxiliaries.

And I had thought before that was bad...because holy fuck did they kick people's shit in.

after that they became unstoppable once they got someone to absorb losses they couldn't afford and figured out how to properly use them.

I fucking hate multicultural and racial fucks that actually works. They wreck everyone shit thanks to the classic 'united we fall apart we stand' shlik.

Fucking assholes.

the only other group like that had to deal with endless tides of undead that unity BARELY allowed them to hang on...but those other guys didn't have that problem hanging them back.

>>33588998
"We said keep only not the lands surround it."
>>
>>33589069
>I learned my lesson with what happens when varies species put aside their differences *shudders*.
A moment of silence for the dear Memor. . .
>>
Rolled 23

>>33589069
Thankfully the racial tensions are a BITCH to handle but holy fucking shit when you crack that problem. Have fun trying to jungle all those balls...and if one falls. Well that is when shit hits the fan.

Both fantastically speaking and sci fi related.

I have learned the hard way of the insane amount of power that comes with it. Alas such a gigantic power surge comes with great risk...and its just so addicting after all it corrupts.

Problem is the corruption catches up with you no matter how well you think you are juggling all those balls and are crushing your foes before you. Sure it might seem like the whole world and setting is your bitch.

But then it all comes crashing down...

I have seen this happen a couple times now both inside my settings and games I don't spare such harsh realizations.

Especially considering I lost some of my greatest works because of it.

>>33589198
It wasn't them or to be more precise there were others. The memor I already knew what would happen with them long before.
>>
>>33589069
"What can we get for 2 loot? Even a small garden would suffice."

>To Human blacksmiths in the market
"Greetings, we're in the mood for purchasing some quarry tools and construction tools. We do have some loot, a few beast parts, and various plant stuffs to offer for some decent and fair priced tools."
>>
Rolled 48

>>33589069
That's what I meant by place I didn't say our whole area, That would be no good. Please forgive me for miss speaking. Would you be willing to do the smaller one tho, for 2 loot?
>>
Rolled 67

>>33589329
>>33589341
"No."

>>33589329
"Hm each will cost you 1 loot for a large shipment of each or 1 for a mixed one but smalelr one. As for that other stuff your gonna need to look around for a buyer. Until then hang onto it."
>>
Rolled 88

>>33589381
"Ah well then thank you for your time. We will be back later then."

Well then the humans have somethings we can use. I'm thinking we buy both.
>>
Rolled 99

>>33589381
"Choice of tools is iron or bronze. You can go for quality or quality depending on what you choose."

"You can even order steel tools or other stuff depend on what your after really."

Gigantic shipment of cheap.
Large shipment of lesser.
Medium of moderate.
Small of Good.

Or if you mixed it they would be half and half.
>>
>>33589381
2 loot for 1 set of Quarry Tools and 1 set of Construction tools sounds fair.

We can't afford the Elves price just yet, we'll need to rely on the Dryads for now.

So that takes care of Tools, though we still need skilled labor and beasts of burden I think getting tools for today is a good accomplishment.
>>
Rolled 65

>>33589509
"Bah meant quality and Quanity."

And thats to that roll...

As it turns out they had a recent shipment of dwarven crafted tools come in.

Price is the same as before regarding 1 loot.

Except...

Small quality and medium is available as dwarven crafted. You don't have to make a special order at this moment.
>>
>>33589525
Yeah then we deal with the slaves and back to the gnolls would probably be good. Maybe a training day for the troops for when we attack the fort and tunnels.

>>33589509
I vote for iron, Quality for our small numbers.
>>
>>33589584
Without skilled labor, would dwarven tools be better or worse for novices like us?
>>
>>33589598
I agree, but with >>33589584
revelation I suggest we get 1 shipment of Small Good Quality Dwarven Crafted Construction Tools items and 1 shipment of Small Good Quality Dwarven Crafted Quarry Tools

But that would pend on the answer to >>33589712
>>
>>33589712
>>33589584
** dialogue **
>>
>>33589769
Fair, So now we wait for Djinn.
>>
Rolled 68

>>33589712
"Dwarven tools are REALLY good. As in they are considered at LEAST 1 step above their actual ranking."

So average dwarven tools when be equivalent to good quality human tools.

Which isn't actually the truth.

As in actuality dwarven crafts are two steps above human and 1 step above elven.

in exchange though elven crafts are noted to be much lighter and less bulky. While dwarven is much sturdier and better made.


Really though the civilized races prefer crafts to be of more unnatural origins to show off their expertise and skill.

While the barbaric or savages prefer more natural origins that require less specialty and set up.

Humans are noted to be equally balanced in both regards which is something special about them where others have a strong preference.
>>
>>33589769
Seconding the tools, then lets go home and start using them.
>>
Rolled 56

>>33590020
Anyway consensus seems to be freeing the civilized slaves but what about the savage ones?

Also what is your action? Gonna focus on the dryad forts?

>>33589769
Purchase confirmed. Death Knight made sure to send a runner to our keep for heavy escort considering the value of such prestigious items.

Snipers and Footmen with a small deployment of rangers along with dryads as well as spirits will be here in awhile to provide security. Death Knight promises some of his own troops will be as well to cover us from afar and during dark.

You can still do something else while your here or relax until reinforcements arrive.

>Check for potential hires
>Relax
>Shop some more
>Walk around
>other?
>>
>>33590056
After we grab some cows and mules.
Maybe carrier pigeons or chickens.
>>
Rolled 2

>>33590182
>>other?
Heh more sexy adventures.

>Shop some more
Cows and/or chickens.

>Action
For action yeah lets get the fort started.

Then I'm thinking we train for siege combat for the fort and tunnels.
>>
>>33590182
I would rather focus on the Dryads making us a garden at home.

Can we sell the Savage ones? We're not exactly slavers, we're mercenaries.

>>33590182
>Shop some more
We need beasts of burden to help with the heavy lifting, and provide some milk. Cows and mules (or anything like those creatures). Chickens would be useful too.
>>
Rolled 90

>>33590281
I'll vote that, for now.

>Capcha: Heakews Eggs
Hey, do they have any Heakews for sale? Like chickens but bigger with a bit of a hawks bite to them, but all the more meat and egg matter.
>>
Rolled 74

>>33590284
Technically only your footmen are mercs. As for yourself...who knows you did break away for some reason.

If you go merc then this will end up a different game.

>>33590323
There is indeed a special regarding heakews eggs for sale despite their exotic nature. Including some actual ones being for sale.

They are noted for being surprisingly large and quite vicious in the wild. They are a favored beast among the barbaric. Once they're tamed however they are noted for being a surprisingly good guard creature especially when looking after other birds or the skies. Their meat is dark, rich, hearty, and delicious while their eggs have a very special flavor to them.
>>
>>33590441
I would be so down for our rangers getting to use some Heakews.
>>
>>33590441
Well, we did fluff ourselves as mercenaries and scouts to be hired by the local lords.

>The Didrickson family, though neither ancient nor new, has a longstanding tradition of expert huntsmen and marksmen with few contenders, valuing accuracy, precision, and efficiency.

>Their ability to go behind enemy lines, scout out enemy forces and terrain, as well as perform excellent guerrilla and skirmisher tactics as highly mobile ranged forces, makes them a prized addition to any able bodied force and sought out as soldiers for hire. To the armored knights and swift cavalry, they can prove just as deadly, as what good will all the armor and swords and muscle in the world do if you cannot keep up with the enemy who constantly shoots at you and stays out of your range? Whom are as easy to hold down as an eel, and harder to find in the woods than a diamond in the sand?

>Maneuvering in highly skilled and small groups, a formidable formation can soon find themselves a pincushion of arrows and bolts.

>The Didrickson family have also taken a habit of churning out great advisors, who are able to sieve through the flood of messengers and gathered information to make good strategic and tactical advice to the many kings and barons and generals who hire their forces.

what do you mean by a different game?
>>
>>33590519
I assume we would need to focus on more fighting and money gain. Less forts and town building.
>>
>>33590499
Ditto, but we still need those heavy lifters too.
>>
>>33590594
Fort.
Short for fortress.
Root word, fortify.
Why wouldn't we want to fortify our holdings?
>>
Rolled 25

>>33590519
I reread the fluff as I brought up last thread which reminds me....http://suptg.thisisnotatrueending.com/archive/33493585/

Link.

Basically I figured if your a noble you would have your own family lands and allegiances.

However those who sell their services are unlikely to be nobility with the exception of wandering merc bands and warlords.

Basically your side of the family didn't follow the usual route and even then you turned your back from it. Instead of advising you decided to do your own thing.

So your a black sheep of splinter family(your mother).

>>33590594
Hm so warlord game?

>>33590519
Your family...well your mother was a Didrikson and you were considered odd for not quite fitting in. This was assumed it was because your father wasn't one.

Your father was a evil bastard a warlord who was former nobility before getting thrown out due to being too low young. He grabbed his own band served as mercs for his family foes, before going warlord once they were vanquished betraying his previous employers, and finally running his own city state his old home. Your mother was one of his advisers who had often hunted with him.

Technically they weren't even married and his has a number of bastards. He never did get married always claiming he would legitimize whoever proved themselves worthy. Son of a bitch even has a blood sorcerer to confirm paternity and as a way to sell off slaves.


>>33590594
hm...then what the hell are you planning to do exactly?
>>33590499
Imagine a cross between a turkey and a hawk with a dash of the fantastic.
>>
>>33590826
>Hm so warlord game?
More like Warlord's Lietenant/Advisor game. We plan to be the scouting forces serving a warlord, perhaps the mayor of this town, performing guerrilla duties and being part of a much larger force, providing information to their battles.
>>
>>33590826
I'm fine with this game style. I was trying to think of what the merc life would be like.
>>
Rolled 26

>>33590182
While waiting your discovered there were some rare heakaws for sale including eggs whom you made to acquire for both multiple reasons. Luckily heakaws are pretty good about breeding especially considering this year(btw there are 25 of their months per a year. 5 for each season...except the last 5 can actually be of any season and happen at any time between seasons. So for instance you could have an especially long summer or even experience a winter between spring and summer).

How years are measured depends on the group.

>>33590872
hm but you wouldn't really make that good of an adviser considering your history...likely get warlord killed or you getting fired/killed.

Basically had to balance as you noticing things and being aware.

Unless...hm.

Hadn't thought of that. Could work but was expecting of pulling that card later rather then sooner.
>>
>>33590989
>hm but you wouldn't really make that good of an adviser considering your history...likely get warlord killed or you getting fired/killed.
Wow, so the main reason we chose this civ has been blown out of the water. . .
>>
Rolled 47

>>33590962
Brutal.

Would basically go ADVENTURE mode but you command a lot more forces.

Actually had a format for that but I hadn't planned it originally for this game.

Not to mention pretty sure its buried somewhere...

>>33590989
That was when your forces arrived and so you packed up all of what you found then left. The journey unfortunately wasn't a quiet one. It wasn't too long until you got attacked by a bunch of savages. Good thing you waited for the reinforcements as it at least gave you a chance.

Rangers report that they came in from the sides and have blocked off the front with some logs.

Forces are made up of raider orcs and goblin sappers. Rangers are trying to keep the sappers engaged without getting blown to hell and avoiding the orcs.

what do?

Currently you have half your forces with you.

Problem is there are 100 orcs and 200 goblins.

>>33591024
Read further on. It wasn't something i was planning on pulling so soon though.
>>
>>33591178
Alright, alright lets think how to get out of this mess.
>>
>>33591329
We got tanks in the form of knights, the snipers could try taking pot shoots and falling back. Well the foot men, knights and dryads hold them back slowly moving like a wall if we have shields.
>>
>>33591424
We need to beware they have explosives with sappers, those need to be taken out and avoid getting blown up.
>>
Rolled 73

>>33591024
Different format thought that was merely your origin history.

I DID say this was a fantasy civ. Merc is quite different lose civ stuff much more gritty unit stuff and battle waging. Yet still largely impersonal unlike adventure mode.

In this world battles are fucking brutal crazy ass affairs for so many reasons.

I am talking sci fi level crazy and even more brutal thanks to lack of tech.

Hence why option wasn't immediate I can change stuff but it will be a different game.

a very different game.

Where you have no home. Must fight hopefully surviving long enough to spend your pay and fill your stomach.

You wont even get the personnel adventure mode or safety that is faction.

you want to die?

Merc life in my game is brutal at least as a murderhobo you got smaller stuff.

Merc stuff is brutal battles or vicious skirmishes. Where you pray their mages don't get successfully get off a spell without being countered, that the skies remain clear, and that death be quick or you live to see victory.

Where monsters stampede through the ranks slaughtering. Among mighty beasts of war are ridden like never seen, when a swirling battle unfolds where hopefully you don't run into one of the damned champions or special help.

>>33591424
Where tanks are equivalent to knights your undead guys are juggernauts as compared to tanks.
>>
>>33591492
If the knights think they can do it. Have the snipers raid on the back of the horses and take shoots. that way they can reload and not have the walk at the same time.
>>
>>33591178
Rangers work with Snipers to eliminate those sappers, Snipers relaying targets and aiding the Snipers to find good shooting and hiding postitions, as well as avoiding their explosives. Dryads assist through plant sense and detecting their forces, as well as camoflauge. While the Death Knights do their best to hold the Orcs at bay.

Having eliminate the goblins, move in fast to ressuport the Undead against the Orks.

Divide and conquer.
>>
>>33591567
I guess the footmen will guard the rear?
>>
>>33591511
That's why we were supposed to be avoiding the big confrontation as huntsmen and skirmishers. Firing from the flanks, and the forests, and behind their lines and causing attrition losses without major engagements, softening them up for the main forces to strike.

Didn't realize all mercs were hobo's btw.
>>
>>33591623
Yeah, as well as a few ranged forces. We don't want ourselves to be outmaneuvered when we're trying to out maneuver them.
>>
Rolled 85

>>33591563
>>33591567
To battle!
>>
Rolled 59

>>33591567
>>33591623
>>33591738
Agreed
>>33591511
Lets fight for our brothers.
>>
Rolled 51

>>33591738
It's a skeleton of plan, but we'll need to be able to adjust and adapt. Let's see how well this goes.

Rolling
>>
>>33591567
*that should read *Rangers relaying targets and aiding the Snipers
>>
Rolled 57

>>33591632
They aren't all but most of them...yes. There are a few civs who sell their troops and merc cities do exist.

As skirimishers...that isn't really all that much better.

As instead you tend to lose out on magic support, odds of running into specials drastically increases, and running into pre battle summon along with monster/beast preps are much more likely...while you don't have no infantry to absorb the hit.

so sure go ahead give up on your magic support and meat shields.

Being a merc in a fantasy setting really fucking sucks when you get down to it, because at least the kingdom troops can get a break before death or retirement. While as an adventurer sure the risks are higher...maybe but at least the stuff you deal with is a much smaller scale with less variety of pure shitstorm.

That was one illusion I don't support I mean sure being a murder hobo sucks but at least the stuff your dealing with is much smaller scale compared to the utter shit fest you'll be dealing with as merc.

Next time I am gonna need rolls btw.

Thanks to the keen aim of the snipers the sappers along with ranger harassment quickly mow down the sappers. Sadly a number of them did blow up or tried to blow our forces up. Which really fucked over our infantry breaking their ranks temporarly giving an opening that was exploited. Knights did their best to hold of the orcs but they swept around and hit the infantry opening.

Unfortunately for the orcs it was a terrible idea to leave your back open like that. Especially when the undead knights swept through goblin ranks and stabbed it.

Goblins for thee credit only after becoming pincushions and had a charge through their ranks broke.

This left the orcs in quite the bind and they also attempted to retreat but had a lot less luck then the goblins who due to their cowardice got away much more intact.

Their gear besides notoriously unstable goblin sapper gear was mostly made up of hides, crude weaponry, and the odd bit of metal.
>>
Rolled 45

>>33591918
ah noticed rolls and forgot to say I got them. Damn can't believe I missed that.

Anyway we did of course loot them though their loot besides their gear was quite disappointing.

acquired 1 loot.

After that we made it back to our keep without much problem. We didn't attempt to capture any of them...well besides the wounded anyway those if they weren't too far one we grabbed.

Acquired prisoners goblin sappers, goblin skirmishers, and orc raiders.

Meanwhile back home the ranger boss after a long journey has come to make a report for us regarding this region and whether we should stay or go elsewhere.
Gonna go merc? Stay or try somewhere else hm? Possibly go for a different style of game if you don't want this kind of game. Here is your chance.

Bandits High
Density Very High(noted to be mostly savage)
Monster High
Undead Above Average
Resources Above Average

>Turn 8
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 4

>Pop 650
>Military 500
>>>>>Food: Excellent
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
Rolled 44

>>33592063
Question regarding savage prisoners remains.

We lost 20 footmen during the attack while everyone else was merely wounded at worst.

loot is actually 3 and heakews is limited for now.

What is your action?
>>
>>33592063
I like the game as is. I just really don't understand why if this is supposedly Wargarde full of warring factions and we have a base of operations, we can't start selling our skills as rangers and snipers to people here who could use that sorta skill. Or at least some villagers who need it.
>>
Rolled 46

>>33592063
Dryads get to work on the Garden

Miners start applying the new dwarven tools for better stone supplies
>>
>>33592063
Don't change the game, I'm enjoying it.

We need to build a heakew coop this turn, and ask around the settlers if any know animal husbandry skills.
>>
Rolled 86

>>33592311
Oh, this too. Definitely.

"Alright you lot, was anyone a bird farmer before?"
>>
Rolled 48

>>33592063
Lets go talk to the slaves.

"Hello elves, dwarfs and fellow humans. We will be setting you free. But before we do any of you care to join us and help deal with the gnolls? And can any of you speak for the savages?"
>>
>>33592383
>>33592063
** Dialogue **
>>
Rolled 22

>>33592171
Your sorta on the ass end of nowhere.

>>33592383
Some of them state they have previous obligations as for against gnolls they state there are many like them out there. As for knowing their languages they know a few and some of your men also know it.

You yourself know a few as for actual savage tongues you only know goblin and giant.
>>
>>33592459
Yup. Giving us a nice hidden and secluded place from most of the carnage, but allowing us to still interact with the "Wargardia a place utterly rife with conflict"
>>
Rolled 71

>>33592459
"Those who do not wish to stay you can go then. Those that wish to help fight the gnolls in this area please meet in the yard for job place meant."

Well then on to the savages.

"Well met people of nature I have a few questions if you are willing to answer."
>>
Rolled 92

>>33592558
Yeah reason why its so 'secluded' is due to being monstrous central. Luckily the undead aren't too bad but still.

>>33592583
Most the elves leave except for a few who noted the dryads and skilled rangers.

About half the dwarves left stating they had obligations but promised they would repay us.

Most the humans stayed with us.
"What you want human?" spits out an ogre in heavy chains.

"Fuck off and just sell or kills us already," taunts a nob goblin.

A few others spoke up but you didn't understand them so they quieted down.
>>
>>33592711
All the better to hunt with rangers I guess. I suppose we'll focus on expanding our ranger and sniper operations and holdings and then seeing whatever anyone nearby needs in terms of our skills.
>>
>>33592711
Ogres and Goblins we're selling.

The others who can't speak let em stick around, give them food and water. Let's keep em until we get someone who understands them.
>>
Rolled 30

>>33592711
If it's all right, May I ask each of you what skills do you bring with you to our fine fortress? [Those that stayed.]

"I want to know if I can call you friend or foe." [Ogre]

"I can respect being quick. So here is what I have to give to you. Tell us how to make your bombs and/or where you friends are, so we can stay away from them, and we will let you go. Other wise it's ... well we do have a garden in the making." [Goblin]

"Here draw with this since we can not speak." [Give them some chalk]
>>
>>33592845
Actually, this is better. Do it
>>
Rolled 10

>>33592249
This, but before the miners lets use the new construction tools to make a Heakewe pen
>>
Rolled 87

>>33592994
That works
>>
Rolled 9

>>33592711
hm...

one of the captured druids who stayed turned out to be a druid of nearby circle he was impressed with our relationship with the dryads. He goes by Serin Alcine.

A dwarf who decided to stay is nobility and has taken up command of those dwarves. His name is Irgen Hamar.

A few of the elves are 'tenders' whatever that means guessing it has to do with trees or gardening.

While the rest wild ones appreciated our rangers. A few even seem fascinated with Captain Rainheart freaking him out a bit.

the dwarves besides the noble one one turns out to be smith, a mason, some miners, and guards/soldiers.

>>33592845
See above.

"hm friend or foe? Hard to say you acquired his from gnolls yet do not use, sell, free, or eat."

"Hm secrets to bombs stays secret mostly because you either don't know and its not worth trying to find out due to...mishaps. Even for those who 'know'. As for friends...eh we have no friends well besides the Urgam ogre tribe. Those guys are nice and unlike others of their kind don't eat us and are not as abusive as others."

some attempt to draw but either way you can't understand any of it.
>>
>>33592711
"What if I don't want to sell or kill you? Keep talking shit and I'm going to bury you neck deep and build an outhouse around your head"
>>
>>33593039
>All these heroes and officers
I have suddenly taken an increased interest in base building

>Druid
YES! Keep this guy. We need him.

>>33593039
>>33593086
"As our friend said, we find it hard to believe ALL you value is simply being nice and not get eaten. What's else to stop you from serving us?"
>>
Rolled 27

>>33593039
"Not our style to do that unless it is needed. But if we can work together and take the gnolls down. You will be set free." [Ogre]

"Good to know. Mind telling us where they live? You will then be let go on the promise to leave us alone." {goblins}
>>
Rolled 49

>>33592063
>Action
Elves start working on the garden. The dwarfs start training some masons and miners for the quarry,
>>
Rolled 3

>>33593353
Vote
>>
>>33593039
We have a Druid and elf 'tenders' what Orc children order at Denny's for 1000 Alex

They should be exclusively in charge of handling food production, Including caring for the heakews.

On another note; fuck these fucking greenskins. Fuck them hard and fast with sandpaper condoms. Fuck them to the moon and back. Why are we fucking around talking to them? They are really fucking bad races and need to die.

Like my grandpa always said "if they look like snot, they gon' get shot"
>>
Rolled 60

>>33593086
"Hah? You weird bunch hm? Guess that explains why you so far from home. In that case...*shrugs* don't know kill males/elders then keep children and women yes? That is how one acquires. You deal with males and elders they most likely to put up resistance. Thus best to kill if one wishes to conquer/have." explains the goblin. "Many that gnolls captured weren't fighters they tend to die first after all and end up getting eaten rather quickly."

>>33593187
"your human one of the so called 'civilized' by stabbing your former comrades in the back for the sake of being 'welcome' even as they deride you."

>>33593217
"Hm you kill gnolls? Which kind big bitches or small ones?"

"I rather like them so no," tells the goblin.

>>33593421
Funny considering humans were once among their number but now they attempt to transition.
>>
>>33593421
I"m not sure about the Heakews, but they'll be excellent for the garden.
>>
>>33593481
The rift between so called "Civilized" and "savage" is dawning upon me.

Are civilized really, well, actually more civilized than "savages". As in morally with better character, tolerant, intellectually geared, and the likes.

Or is this one of those things where it's just another form of racism and bigotry.
>>
Rolled 28

>>33593481
"A mix mostly small in tunnels. But they got a fortress to mess with." [Ogre]

"Well that is a shame. But I can understand loyalty. Hey elves how much fertilizer do you think we would need to get started with the garden?" [Goblin]

Who's down for selling/making goblin fertilizer ?
>>
>>33593481
We just got attacked by an Orc/goblin raiding party, and killed the gnoll Warband, so I would execute all of the goblins, orcs and gnolls AT LEAST.

That leaves us with ogers, which in my mind are more like humans then any of the above listed races, but it varies from setting to setting.

Are your ogers Shrek like or more like large dumb lumpy humans?
If the latter is the case, I don't see why we can't try to help the ogers climb the social ladder.... As long as they are not green
>>
>>33593627
If using their blood and meat as fertilizer I'm down, heh.

But really, where does it indicate they are good at manufacturing fertilizer?"
>>
Rolled 26

>>33593732
It's all in there bodies nothing to manufacture.
>>
Yeah, the Gnolls gotta go.

BLOOD FOR THE PLANT GODS
>>
>>33593795
Since when do mashed up goblin corpses make good fertilizer? If you bury corpses they will SLOWLY rot and give back nutrients to the soil, but not all at once like composted fertilizer like you are describing.

Do we/the Druid/dryad/elves know anything about compost? More specifically how to compost your dead foes?

Honestly, I think that the goblins will make better heakew feed, I'm sure the heakews prefer live meat.
>>
Rolled 73

>>33593923
I can see that. (I hope the goblins hear this all.)
>>
Rolled 16

>>33593573
To start the brutish races tend towards not being agricultural, shorter lives, faster breeding, deemed more warlike, ect.

To a degree the savages have their societies/culture of course its just deemed more crude/brutish as others.

>>33593627
"Hm...me smash gnolls yes? I hate furry things especially gnolls they aren't tasty like the other ones."

The goblin looks up at you with a hard look. "I no we may be cowardly but ogres only ones truly good to us. We wont betray them even if lives depend on it, even if scared, even if cowardly backstabbers, and thieving scoundrels. We may be a lot but not even we betray those who are legitimately good too little of that in world. Even us so called savages or barbarians if your feeling nice wont stoop that low unlike you civilized peoples. Take from land keeping take no matter how matter how good land is to you. Till it dies then you move on ignoring the good for your greed. After all what is good compared to the rices? We may be greedy, filthy goblins but that don't mean we stoop that low. Even we have standards even if that means putting aside our greed or being brave. There are things in this world that one cannot buy even with greed and things that once lost may never return that are irreplaceable."

>>33593687
Depends on the ogre. They come in two types the typical one and the ettin. Ettin better known as magi ogre due to two heads and greatly enhanced intellegince. As for colored skins...ogres vary from motley brown, redish orange, to jungle green. Depending on where they leave and whom they breed with.

They can interbreed with humans btw.

The ettins are the one's with the weirdest appearances. From deep blood red, ocean blue, pearl of white, emerald green ect.
>>
>>33594042
>To start the brutish races tend towards not being agricultural, shorter lives, faster breeding, deemed more warlike, ect.
Raider lifestyle eh?
>>
Rolled 69

>>33594042
"Well then glad to have you with our team. I'm Richard, may I ask for your name?" [Ogre]

"That's what I wanted to hear. You can go free but never attack us again agreed?" [Goblins]
>>
Rolled 68

>>33594100
Not always many are hunter gatherers.

>>33594042
tfw an shitty goblin character proves unexpectedly cool. He just ended up that way just because even if he is a filthy, greedy, cowardly scoundrel that don't mean even he has standards. He one such as he understand sometimes its just not worth it.

And he is totally gonna die goodbye cool goblin even if I hadn't had a name for you yet. You had balls in the end.
>>
>>33594042
"Trust. You mean Trust."

Man why don't WE EVER FIND PEOPLE WITH TRUST. Do you have any idea how hard, not even lawmen for gods sakes.

". . .trust is a very precious thing in this world. You're right, not nearly enough. In this world.

If we let you go, can we trust you to put in good word for us?"
>>
>>33594042
In that case I'm down with ogers and giants. "Because we are progressive and see the potential for them to become civilized."
Fuck the rest
ESPECIALLY this faggot little goblin with the brave streak. He dies the worst death we can possibly think of. The kind of death that we are going to need to fade to black.
Faggot goblin trying to tell me something, fuck that son! I don't need that shit, not today.

Chop off his foot and sew his lips shut before I start getting creative.
>>
Rolled 23

>>33594242
"Trust is for fools. Those ogres those they are loyal and good. Don't mean I would trust them I just know i can rely on them. They are good people though hard for your kind to believe or understand I know."

>>33594214
"Grash."

"That I can promise but not assure."
>>
>>33594357
>Trust is for fools. Those ogres those they are loyal and good.

>Don't mean I would trust them I just know i can rely on them

Genie, what sort of English are you native to? He's literally describing what trust is all about. Loyalty and reliability.
>>
Rolled 62

>>33594408
Goblins don't have a word for trust. The closest term to trust for them is 'fool'.
>>
Rolled 18

>>33594444
The word good for them meanwhile is something akin to being is similar to our own but also for just about everything nice/pleasant. They have many words for the opposite but only a few for something like that.
>>
>>33594444
So a case of transnational error then.

But yeah, if there's anything we value in any NPC race it's the ability to trust them and for them not to act like assholes. It's why I still sorta wish we got to know more about those polite and well mannered bandits from Umbra's city back in V101.
>>
Rolled 14

>>33594357
"Well if you can promise that will work. May the next time we meet be on better terms."

Now what to do with the savages?
>>
>>33594444
"Before we release you, what is your name?"
>>
>>33594601
Feed them food and water.

Then walk away.

Those who want to leave will leave, those who want to stay will stay with us.
>>
Rolled 49

>>33594601
Still waiting for action.

>>33594602
"Never got one just go by nameless or nobody."
>>
>>33594489
Just jumping in here. So We could thoerticly have the elves start buiding the garden?
I am sure it will be much slower but we could have them build it. While having the dwarfs work on creating a forge/ overlooking the mines.
seems like it was great to release them.
>>
Rolled 94

>>33593353
>>33594823
I'm still voting for garden and training workers.
>>
Rolled 60

>>33594848
Yes, and have the Druids and Elves work with them too.

>>33594848
>>33594877
>>33593353
Voting with these. Druids/Elves/Dryads on the garden. Dwarves and related on the Mines with the new tools

>>33594823
"Nameless Gnoll, that is how we will refer to you should we meet again. And we pray it is on good terms."
>>
>>33594914
But he's a goblin.
>>
>>33594629
Seriously we are going to be open minded multicultural tree huggers...with undead.
>>
>>33594981
Goblin then, mybad.
>>
>>33595020
We need employment and cash. The locals don't seem to be interested in hiring us, but maybe these guys will end up sending us someone who is.

Also gotta hug the tree's when you're rangers in the forest. They make good camo.
>>
Rolled 10

>>33594848
Potentially if they knew how.

Dwarves are quite the industries sons of bitches contrary to popular belief they don't do things nearly so slow as the elves like to. Its just they are very thorough about it so as to not fuck up. Basically they take however much time they need to do it right. Even if it means they literally draw their last breath right afterwards.

The Druid, elves, and dryads work on the gardens. It will take quite awhile though unless you devote resources to speed it up.

Dwarves meanwhile descend on the quarry after the initial tears at seeing the wretched condition its in anyway. Never knew dwarves would tear up over something like that. They are tearing a lot of stuff down and rebuilding it anew. That was when we found out some disturbing news...turns out Captain Rainheart built a fort out of lumber overwatching the quarry and was seen debating with the dwarves over materials.

The smith meanwhile has set up shop after talking with some spirits in the keep. Appears to be busy melting stuff down into bars that he then puts aside.

"I am not a gnoll. Dumbass after that he departs."

>>33595020
You don't want that its kinda like juggling live chain saws.

>>33594981
He ended up a cool goblin which i must say I wasn't expecting or for him to end up being spared for that matter.
>>
>>33595067
In any case, by now I was expecting us to have found a warlord or somebody in wargarde who needs scouts to fight for them since that was the intention of the civ, or even a village in need of aid killing things, but I guess nobody here really needs any fighters so I guess we'll just focus on our base and keep cool with the locals until a job opening comes up.
>>
>>33594823
>basic: assign everybody to their new jobs.

I do think the elves Druid and dryads should handle the heakews

The elves are 'tenders' not only 'gardeners' they likely know how to tend to animals in a more dryad friendly way

Druids magic works on animals very well, probably more so than plants

Dryads, where more plant inclined, love the forest and all of its creatures, giving them a say in how they are raised will likely avoid upsetting them at least, and will probably work out better anyways, the dryads could use an auxiliary force.
>>
>>33595170
Hell at least maybe someone with a monster problem needs someone to help thin out the pest population, but these people seem very self sufficient.

So we're Rangers and Snipers and skirmishers/guerrilla's looking for work, without any work nearby due to the stability of the region.
>>
Rolled 40

>>33595083
The rest of the savages seemed to have departed. None wish to stay with dwarves or elves about.

Meanwhile our undead knights noted that the nameless goblin seemed to have went aways before stopping. Much to our rangers annoyance.

When they crept up closer they spotted some hobgoblins approaching the little guy before striking up a conversation.

"You...why you stay when free?

"I wont lead them back to the ogres. So you plan to lead them home?"

"Ah not matters we can handle them...but you don't act like normal goblin. Normal goblin...isn't brave, with honor, and proudly willing to stare death in face. You nob?"

"uh no I am no nob goblin."

"hm...you never got named no? Why?"

"Ah parents died while i was very young no one to take care of me."

"How you alive?"

"Ogres. They took me in. Granted I never did get named but at least i lived."

"ah but you can't go home...and are unnamed. You come with us Nob Esbugutii Vehetyn."


>Turn 9
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 4

>Pop 750(80% human, 10% dwarf, 10% elf)
>Military 500
>>>>>Food: Excellent
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
Rolled 58

>>33595170
>>33595320
We are killing Gnolls at least, hopefully we get some compensation for that if not in the loot we'll get for killing them.
>>
>>33595372
"Dryads, Druids, and Elves working on the Garden. Would there be a type of specific Material we could search to aid you in the growth of the garden?"
>>
>>33595372
I say keep working to get the garden and quarry fully working.

What do we need to pay for speeding up the garden?

Hey Rainheart what's going on? I assume the dwarfs didn't like your fort or did they have something else to say?
>>
>>33595083
Recall Rainheart, admonish him for building a fort without orders, pay him a small bonus for "working diligently and honorably in the face of adversity", have them get back to patrolling. He is ambitious and needs to be watched
>>
>>33595372
>>B. Try to improve infrastructure.

we should soon try and clear out our surrounding area. Hopfully find a barbaric camp or something and launch a sneak attack. hard and fast take some slaves and sell them to the city for supplies.
>>
Rolled 100

>>33595545
or free them and get more people to our side. But I'm down with the action. Don't forgot to roll 1d100 with it.
>>
>>33595598
Well wouldja lookit that.
>>
File: 1315418810044.jpg (279 KB, 1920x1080)
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>>33595598
O my friend how i missed you. May our roads be the best around and no one ever bring them down.
>>
File: image.jpg (69 KB, 800x480)
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>>33595598
>>
>>33595598
our garden will be bigger and better than anything the elves have evre seen!
dat perfect team work with druids/dryards/ and elves.
>>
Rolled 19

>>33595372
Despite their hatred of their fellow goblinoids the hobs decided to take in the nameless one giving him a name and new home.

That is unprecedented but as they explained during their trip they only hate this young nameless goblins who was still but a naive kid prove himself a nob. He wasn't like his brethren proving himself far and above worthy of their respect.

As was brave, with honor, and proudly stared death in the face. They acknowledged him as just hob as he is not nor as mere gobbo but as nob and considered him worthy to join them.

Even hobs even acknowledge the nobs of their lessers and he proved himself that and more.

>>33595483
It will cost money or lot of magic.

>>33595485
Dryads care about their damned trees yes? But as Death knight pointed out haunted woods are not made of good trees and dryads had to suck it. His logic was beautiful dryad boss grudgingly had to give in even."

"Granted not sure of the consequences using things like ghost wood..."

>>33595545
>>33595598
hm...well you certain succeeded at trying to clear out your surrounding area but you ARE limited to one thing per a action thus the rest...eh not happening.

Troops move out in force purging them of all we found. Thankfully rangers had stuff already well figured out and with them to guide our forces we moved.

Monsters were slain.
Beasts were hunted.
Savages were slaughtered.
Even the dead fled as our undead knights marched forth under the cover of darkness.

Surrounding area is now CLEAR

There is NOTHING that can threaten our own within the area its so safe even a baby could be bawling late at night safely. Now if only we can keep it that way...


Alert

A new wave of settlers have come in after hearing about the improvements and even better it actually being SAFE they started pouring in.

acquired 200.

Our settlement is spilling over. Expansion desperately needed.

Captain Rainheart has started using his fort for housing.
>>
Rolled 47

>>33595753
Work on expanding our home.
Basically Try to improve infrastructure.
with our newly acquired dwarf masons/ new influx of more labor should be done sooner.
>>
Rolled 85

>>33595753
Payday occurs.

Housing is extremely stressed.

Dwarves are upgrading the quarry. Once constructed stone will be available on a permanent basis.
>Turn 10
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 2

>Pop 1000(90% human, 5% dwarf, 5% elf)
>Military 500
>>>>>Food: Good
>>>>>Water: Very Good
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Below Average
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Elven Gardens(under construction). Windmill. crude dwellings(exceeded capacity). Quarry(dwarven under construction).
>>>>>Defenses: Fort Ghost Rock.
>>>>>Beasts: Skeletal Horses. Nightmares(limited). Heakew.
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>>>>Materials: Stone. Reforged Metal
>>
Rolled 87

>>33595915
side note, we didn't find anything useful clearing out our area?
>>
Rolled 13

>>33595907
yup yup. Now that the area is clear for now lets build up.

After words thinking get a small wall with towers built to help guard the area.
>>
>>33595753

If you live at the quarry fort, you should be a mason

We need some brave woodsmen willing to go to the haunted woods

And finally builders to make additional housing

I personally want to train some stone slingers, because once we have some money, they can sling potions or fancy magic rocks. Slings can be badass with the proper funding.
>>
Rolled 39

>>33595753
>>33595915
>There is NOTHING that can threaten our own within the area its so safe even a baby could be bawling late at night safely. Now if only we can keep it that way...


Action: Do EVERYTHING within our power to keep it that way. Spare no expense and break out the reserves, be it to grow fortifications, step up patrols, or anything else anyone smart can come up with.

This is a rare opportunity and we CANNOT let it escape our grasp.
>>
Rolled 98

>>33595991
>>33595965
This too, I think first and foremost set up a Perimeter around the cleared area to make sure nothing starts creeping back in, and then build up the defenses from there.
>>
Rolled 52

>>33596007
>>33595991
hm ... I was hoping to get the homes up first to keep moral good. But yeah getting them out and keeping them out will be good.
>>
Rolled 71

>>33595965
>>33595991
Do it.

We'll be able to scavenge all the resources within our borders unopposed after this.
>>
>>33595991
I am up for this. I am willing to wait till our mine is up and running is it saves us a couple of loot.
But yeah hire some hands and dwarfs if we have to and buy everything we need to make sure our area is safe.
Even if it's the hired hands only laying the foundation. and we finish the job our selves.
>>
File: crude map.jpg (20 KB, 1216x632)
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Rolled 66

>>33595915
tfw gobbo is an actual name.

fuck now i have to change it because it wont work for basic version anymore. Ah fuck it.

At least hobs are still good.

Lets see here got hobs, gobbos other wise known as gob goblin, and...shit forgot other goblinoids.

Lets see gobbos cowardly, greedy, clever little pricks your typical goblin fodder.

Hobs warlike, honorable, and ruthless. Not weak nor cowardly.

And the rest still eludes me...


>>33595984
The haunted woods section of the forest gives our forces the creeps. Even with the undead knights saying it was alright. Briefly rainheart managed to set up a lumberyard over there.

>>33595984
And their cheap as hell. Truly a favored commoner weapon in wargarde.

>>33596007
You don't nearly have the manpower for that. As it patrols is the best we can do at the moment and perhaps homesteads. Its quite a bit of ground we managed to cover. Basically all of this.

That entire oval is temporarily cleared.

the purple is the abandoned lumberyard near the haunted section.

The rectangle is village grounds/farms.

The other blob like your own is the quarry/fort.

>>33596007
aww.

Reserve has been consumed.

Perimeter established.

Loots burned to hire additional help.

Acquired

Dwarven Axemen hired. Contracted for 5 turns.

Dwarven Engineers brought on by the noble.

Elven swordsmen hired. contracted for 5 turns.

Acquired Human Grunts

100.

Captain rainheart has refreshed his losses thanks to elven recruits. He is painfully oblivious to the fact that one of the elves really REALLY likes him.
>>
Rolled 12

>>33596315
Additional settlers come join us.

acquired 60 settlers.

hm come to think of the the oval should of been downwards a bit more and to the right a tiny bit.

>Turn 11
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 0
Loot: 0

>Pop 1160(90% human, 5% dwarf, 5% elf)
>Military 600(mercs add on another 400)
>>>>>Food: Very Good
>>>>>Water: Very Good
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Below Average
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Elven Gardens(under construction). Windmill. crude dwellings(exceeded capacity). Quarry(dwarven under construction).
>>>>>Defenses: Fort Ghost Rock.
>>>>>Beasts: Skeletal Horses. Nightmares(limited). Heakew.
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>>>>Materials: Stone. Reforged Metal
>>
Rolled 33

>>33596394
>>>>>>B. Try to improve infrastructure.
Focus on setting up perimeter while we still have the dwarfs.
then focus on overall foundation of building a capital/city.
>>
Rolled 69

>>33596394
Shit no loot to pay men. Time to scout the fortress and attack or do we have a goods to sell?
>>
Rolled 68

>>33596394
Rangers and Dryads and Elves, the area has been cleared of monsters and Baddies, it's up to you to go search for more resources and loot that might've been harder to get but thanks to us clearing it out that won't be a problem. Those loot send to the Perimeter project.

Dwarven Axemen go to the new Lumberyard along with the Undead and start chopping down some of that wood, and send it to the Perimeter construction project. We need towers and walls and patrol roads. That's the job of the Dwarven Engineers.

Grunts and Elven swordsmen, and some Rangers and Dryads on lookout duty, continue to patrol the parimeter and ensure nothing hostile gets in.
>>
Rolled 76

>>33596487
Actually change that. Have the Dwarven Engineers use the Blessed Dwarven Crafted items to work in the Mines to gather stone for the Quarry Project, and get the next best builders to build the perimeter using Stone, Lumber, and resources gathered.
>>
Rolled 92

>>33596394
bah fuck trying to correct it lets just say that oval is both what you cleared and thanks to that is now your 'border'.

Can't believe you just burnt through your entire reserves for something like that...

Anyway for pillage count regarding taking shit that was left behind.

Earned you 2 loots.

Materials earned are the following.

Monster parts. Plant bits. Undead Components. Stone. Supplies 2. Food and water.

Acquired ruins.

Acquired springs.

Acquired river and stream access.

Acquired Watch Towers.
>>
Rolled 25

>>33596462
Vote
>>
>>33596487
Hm... Good with a but. We are unsure what lumber will do to us. It could draw in more undead that we are not friends with.

>>33596521
cool

>>33596528
Well that made it worth it.
>>
>>33596528
>Can't believe you just burnt through your entire reserves for something like that...
It's worth every penny if we can make this place permanently safe, especially with all the things we've aquired.

We just need to make the perimeter easier to guard with less manpower once the 5 turns are up.
>>
>>33596584
Well, hopefully we only cut lumber from where we cleared out all the hostiles.
>>
Rolled 99

>>33596487
>>33596521
What delim said, just make sure to inform the Undead that we wan't to cut wood and see if that won't attract more unwelcomed undead.

Other than that, supporting
>>
>>33596611
With us being the dryads bitch for now. they better man up and start putting in more work. since instead of making proper farms. we're doing this to please them. if they don't want us using anything other than the haunted wood. they better start growing tree towers out of potatoes seeds.
>Can't believe you just burnt through your entire reserves for something like that...
best we get safety out of the way now. We don't have to worry about losing time being robbed or running into small enemies.
Soon enough we need to have a whatchamacallit find us a new mine with ores for bronze and iron. woul dbe awesome if we found it on/near our safety net.
>>
>>33596720
We should make the Dryads move trees or do something to let us have roadnetworks for better patrols and infrastructure between our various assets.
>>
Rolled 64

>>33596584
O yeah dice. Also with the new loot we can pay our people. Be we should attack the gnolls soon or set up some shops for income.
>>
>>33596843
Right, we'll be more powerful with our hired forces for the next 4 turns. Hopefully there is something we can gain from one of the fortresses to pay them with
>>
>>33596873
I think we paid up front. We need to keep working on the perimeter, then make sure nothing slipped by while we built it.
>>
>>33596918
We did pay up front, but better to strike the fortress when we have extra manpower than when we don't.
>>
Rolled 3

None of your officers suggest trying to hold that border.

Basically they said the sudden bum rush of our forces assault temporarily drove them out. Later however they're gonna come back we can't fucking hold them off there will be so many.

This entire area is rife with hostiles the only reason we do little more then skirmish is the little ground we need to protect and the excessive manpower we had for it.
>>
>>33596990
I guess it's not a bad use of our energy, I can support it
>>
Rolled 48

>>33597019
Anyway what is consensus?
>>
Rolled 93

>>33597050
>G. Scavenge for raw materials.
Loot the area and Work on quarry.
>>
Rolled 88

>>33597050
focus on infrastructure?
If we already built the perimeter walls.
use the stone from the quarry to build more homes/ a residential district.
>>
>>33597019
Is there anyway we can scale it back? Or consolidate our territory into more reasonably defensible sectors? It doesn't have to be the great oval, but if it can at least include the major assets we gained.

It really doesn't make a lot of sense. Holding a territory you cleared should be MUCH easier than trying to drive enemy forces out of it.
>>
Rolled 25

>>33597124
Especially if they were entrenched in their nests and places.

>>33597019
Can they draw us a border that can be held?
>>
Rolled 35

>>33597124
Alas you had caught them offguard and there are a TON of enemies. Holding sounds easy but they'll just slip through and now they know better.

Previously you largely stuck with yourself sticking with your tiny turf and heavily guarded like crazy.

Your rangers knew the sheer volume of threats out there.

As for consolidating your forces already tried that or more precisely Rainheart did.

>>33597187
They weren't really entrenched not much good ground to do so.

>>33597187
Rainheart states a road between your areas can be held with ease with some fortification and patrols you could even expand it a bit with patrols. He suggest using this opening to find, exploit, and claim whatever you can hold onto which is the key.

Try to hold it all means you are greedy and greed blinds you.
>>
>>33597187
>>33597019
** Map Request **

A more practical border based on our manpower to hold most of our assets and cleansed territory.
>>
Rolled 87

>>33597239
>Rainheart states a road between your areas can be held with ease with some fortification and patrols you could even expand it a bit with patrols. He suggest using this opening to find, exploit, and claim whatever you can hold onto which is the key.
Do that then. (Be sure to draw it on the map so we know what's what).

Also

>>33597107
Rangers and Dryads and Elves look for loot in the clean places that we're going to have to abandon soon, so now is the best time to grab them.

Dwarven Axemen go to the new Lumberyard along with the Undead and start chopping down some of that wood, and send it to the Perimeter construction project. We need towers and walls and patrol roads

Have the Dwarven Engineers use the Blessed Dwarven Crafted items to work in the Mines to gather stone for the Quarry Project, and use another portion of them to work on the foritifcations of the roads and feasibly hold-able areas.

We'll hold on to what can be hold on, and scavenge what we can't clean.
>>
Rolled 26

>>33596528
All hold what we can we got a small town, quarry fort, main fortress and I believe that is it.

>F. Explore
Hit the ruins while we have time, check out the watch towers and see about holding the springs.

>>33597284
>I will change to this.
Don't forget to be careful of the hunted wood we are still unsure what it does.
>>
Rolled 99

>>33597284
Seconded

Next turn we attack the fortress.
>>
Rolled 27

>>33597249
Second the updated map request also needs a key, indicating length of a days walk.

>>33597284
>>33597343
Thirding vote!
>>
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Rolled 19

>>33597249
Rough idea on how much he thinks we can hold. Please note the avoidance of the heavy hills and forests.

The flatter less dense area he believes we can hold more ground at.

>>33597284
troops discovered some treasures in ruins but that is about it besides the usual acquiring of plants and critters.

Which is really starting to build up by the way.

Like a lot.

Dwarves Axemen are a bit miffed about having to chock trees down as mercs, but then again spiting the knife ears and deforestation is always fun.

The undead meanwhile seem to be leery of behing so near those haunted section. They stat that entire area between the mountains and forest is crawling with the dead thanks to the conflicts between the two. It runs deep.

Dwarven engineers calmly state you have no blessed dwarven items and are annoyed at being stuck being miners at the quarry. Noble shows up and kicks their ass stating they need to mind to a get feel for the stone proper. That way they can use it properly which shut them up so much so they got busy with some blue prints.

Discovered Fort Ghost Rock Upgrade.

Discovered Dwarven Style Quarry Fortified Township.

The rest of them meanwhile plant out the roads and a few towers to keep an eye on them. They state there are two good locations for the towers which should be garrisoned.

They also claim something needs to be done about the village. It has long since outgrown its initial protection. There they planned out a guard depot but are uncertain of what else you can do. They are not so good at surface defenses and human style defense settlements.
>>
Rolled 48

>>33597607
War Parties spotted by our forces the typical light skirmishes failed at dissuading them. Only when night fell and the knights rode out did it give them pause.

Ogres are impatient they wish to kill gnolls.


>Turn 12
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 0
Loot: 0

>Pop 1160(90% human, 5% dwarf, 5% elf)
>Military 600(mercs add on another 400)
>>>>>Food: Very Good
>>>>>Water: Very Good
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Below Average
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Elven Gardens(under construction). Windmill. crude dwellings(exceeded capacity). Quarry(dwarven under construction).
>>>>>Defenses: Fort Ghost Rock.
>>>>>Beasts: Skeletal Horses. Nightmares(limited). Heakew.
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>>>>Materials: Stone. Reforged Metal. Beast Parts. Plant Bits. Undead Components(limited). Ghosted Lumber.
>>
>>33597607
>besides the usual acquiring of plants and critters.
>Which is really starting to build up by the way.
>Like a lot.
"Who here has the best use for these things? Can they be sold for resources, or used as one, or what have you.

Advisor, what makes you of this stockpile."
>>
>>33597676
"Advisor, we mean to make a strike at the next Gnoll fortress. This War Party that is approaching is a most unwelcomed development and also cannot be ignored.

If we play it smart, could we both hold off the War Parties AND take the forts with the manpower we have now? or should we focus on one target at a time.

Mind, we have only 2 turns left until our initial contract with the mercenaries is up. Do we have other means to pay them for further service?"

** Dialogue **
>>
Rolled 38

>>33596528
>>33597676
We gained 2 loot unless we just used it.

Aright not to check on what the enemy has been up to.

>F. Explore
The gnoll fortress and tunnels.

"Sorry about that Grash. But now we will fight."

And if we have time builders work on dwellings.
>>
Rolled 31

>>33597682
this +
>troops discovered some treasures in ruins
what did we gain?
it seems you didn't put in the
>Anyway for pillage count regarding taking shit that was left behind.

>Earned you 2 loots.

I say while we have the mercs put them to good use. try and stock pile wood from the undead forest and slaughter any enemies we find using the mercs as fodder. or at least use them to clean up a wider area around us/scout.
How is the garden coming along?
>>
Rolled 34

>>33597676
>Discovered Dwarven Style Quarry Fortified Township.

Yeah, let's do one of these

After we do this
>>33597778
Vote
>>
>>33597815
>>33597778
Remember there is the matter of the advancing War Parties, as well as the Fortresses. Best we do military actions while the Mercs are still here than when they are gone.
>>
Rolled 23

>>33597742
hm...you are the adviser. You could of course hire them on for longer but it will cost you. Mercs ain't cheap.

>>33597682
Your officers know little of such things. Ranger states though that depending on what it is and how well crafted it can become can make it quite valuable. resource wise...possible to convert it into reserve but that is something that barbarians know how to do. While you know how to do it with more processed things instead of raw.
>>
>>33597833
Yeah that's way I'm checking on the enemy to get an update of what best to do. Other wise we could lose our Ogre friends. The war parties will be a problem. But we got ghouls we could team up with as well.
>>
>>33597676

Also VERY IMPORTANT:

Are the human settlers finding work?
We need officially have job openings at
>the quarry
>the logging camp
>recruits for sling throwers
>heakew tending
>construction

Anybody that is without a job can find one at any of these locations.
>>
Rolled 7

>>33597871
Ah yes. I'm wondering if the Ogre's can't handle the war parties while we take the fortresses.

>>33597778
Adding to this, there are TUNNELS here and fortresses so this is where the Dwarven Engineers will shine. Have them take note of the various fortifications and tunnel locations and help formulate a plan for the attack.

Rangers, Elves, and Dryads be sure to help our scouts and recon teams find good places to hide and avoid enemy patrols.

Vote
>>
>>33597871
seems I missed a bit on fortresses and war parties rallying against us?
could you point me in the right direction? about these threats?
also i'd like to change my action to anything that 's for using our aquired mercs for what they're good for. and clean up any messes around us. if possible two. and we could come out with enough loot to hire dwarfs again. or buy a decent amount of tools/or weapons.
>>
>>33597957
War Parties is new and the fortress [1] was last game. We were attacking gnolls to free up problems later.

http://archive.foolz.us/tg/thread/33493585/
>>
>>33597957
We have a lot of human settlers that should be doing the work that the dwarf engineers are doing, we need to work on placing settlers where we need them and freeing up the dwarfs to do what we are paying them for.
>>
Rolled 12

>>33597931
Grunts could serve as sling throwers they are basically your baby's first soldier who can upgrade(evolve) into other classes without penalty.

At least so long as they are martial anyway the non martial variant is Initiate. technically the class before each is novice. anyway put it out there and see who responds. At the moment you have homesteaders, trappers, hunters, and lumberjacks.

>>33597778
The gnoll fortress is a ruined fort that is been crudely patched with lumber, metal scraps, refuse and bones.

There are a number of gnolls there and screams are common. Sounds like people are getting eaten alive and considering gnoll appetites that wouldn't be too surprising.

they have regular warbands and patrols around the surrounding area.

>Turn 12
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 0
Loot: 0

>Pop 1160(90% human, 5% dwarf, 5% elf)
>Military 600(mercs add on another 400)
>>>>>Food: Very Good
>>>>>Water: Very Good
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Below Average
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Elven Gardens(under construction). Windmill. crude dwellings(exceeded capacity). Quarry(dwarven under construction).
>>>>>Defenses: Fort Ghost Rock.
>>>>>Beasts: Skeletal Horses. Nightmares(limited). Heakew.
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>>>>Materials: Stone. Reforged Metal. Beast Parts. Plant Bits. Undead Components(limited). Ghosted Lumber.
>>
>>33598136
Were the Dwarven Engineers able to make out anything of their tunnel networks? Even if only from a surface perspective?
>>
>>33598136
"Hey Mercs, we're gonna get in a scrap really soon and this is the last turn of our initial agreement. If we ever needed you to stick around for a turn or two, what could we pay you with?"
>>
>>33598136
We gained 2 loot that you forger to add. >>33597778


All right thinking we hit the war bands again and thin out their numbers.

Also lets send a messenger to the ghouls asking if they want to help out again.
>>
Rolled 9

>>33598182
The gnoll warrens is somewhere else.

>>33598206
You still have another two turns of service. Best attack now an hit the other one with the mercs.
>>
>>33598239
>Best attack now an hit the other one with the mercs.
Do you mean to say we stand a reasonable chance to take down both forts?

We would greatly appreciate it if you would restate a list of all our available military forces including the mercenaries.

Also Message the Ghouls if they want a hand in taking down some Gnolls.
>>
Rolled 73

>>33598301
>We would greatly appreciate it if you would restate a list of all our available military forces including the mercenaries.
Seconding this please
>>
>>33598239
If you can this>>33598301

It sounds like the best idea to kill two birds with one stone.
and if they have as much as the other one we raided we should have quite some loot even after giving 1-2 to the mercs.
I still say we leave them to attack the bigger force, and some some of our elite "snipers" as back up with an officer. so worst comes to worst we don't lose our men. and
weaken them/have more info on thier forces.
and killed one of thier allies so they won't have as much support when we hit again.
>>
Undead Knights
Trait Undead

Officer Jargens a death knight odd fellow as not 'quite' dead or alive for that matter. Commands the undead knights under him are about two score.

Gear are mounts and their equipment. Bit on the battered side but still quite serviceable.

Upkeep cost

Bare minimum they only need their gear taken care off of and on. They don't even require much pay but in exchange there are certain things their interested n.

Outsider Spirit
Trait Spirit

Officer known as Djinn odd fellow who your forced to deal with for the sole fact its the only one who can take a humanoid form and is willing to deal with others. Noted to best not ask about personnel life or wishes.

Gear...is nothing at the moment depends upon the individual.

Upkeep cost is regular odd payments. Stuff is weird with what they request Genie brought up a different means of payment but it has yet to be investigated. So far their not expensive but more weird.

Elite Snipers
you have about a 50 of them. Top quality snipers where they lack in everything that rangers due besides accuracy and ranged they more then make up for in those two things. They wield crossbows and prefer lighter mail and leathers.

Officer Kandace leader of the elite snipers possesses a rare magi weapon as a reward for being the best of the best.

Upkeep cost is less then expected as they are pretty good about taking down the occasional critter which helps it not hurt as much. Still require pay though and unlike the rangers they don't regularly bring in stuff to help offset it.
>>
Rolled 71

>>33598301
You have footmen 200, rangers 100, snipers 100, knights 25, spirits 25, grunts 100, and temp mercs 400.

you can form a militia out of your entire civ pop if necessary.

>>33598301
Ghouls don't make any promises.
>>
>>33598455
O our number change I was about to re-post all of the troop info I had.
>>
>>33598455
"Hey Mercs, you guys look like the type who can handle themselves. We'll take this Fort down, can you handle the planning for the other?"
>As in can we let them do their own planning etc.

>>33598377
This seems like a good base, let's expand on it
>>
Rolled 96

>>33598496
"Sure can do."

>>33598478
Hm might be wrong everything but numbers should still be correct.
>>
>>33598533
I can keep going if you want. But question do the grunt how a officer as well?
>>
>>33598455
with that in mind i still say >>33598377
give em the half the elite snipers. and 50 grunts. to bolster their forces. to attack the fortress.
give our men orders that if things get sticky to get out of there. put your lives over the sucess of that mission.even if all the mercs die. we value our elite corps and the information they will have.
this is of course if we don't clean up
and we clean up the other war band in the area. and collect the loot.

have the dwarfs axemen focus on clearing out the haunted forest for wood.
Engieneers on quarry and if finished work on creating a residential area. around the keep.
>>
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>>33598604
have a*
>>
Rolled 91

Battle Plan
As always, set up a perimeter guard and watch of several forces appropriate (rangers and dryads and elves). These will give us advance warning of any superfluous forces that enter the battlefield, such as enemy reinforcements not yet expected, and give us warning.

Next, Dryads, Elves, Rangers, and Snipers start tracking eliminating the enemy patrols and warbands. Ogres and heavy forces like Undead in reserves to do some heavy hitting where needed. It is vital that we blind the enemy and prevent them from expecting our attack, this is an important phase. Ensure no messengers reach neither this fortress nor the other.

Once done, we surround the fortress, set up a true perimeter hidden in the treeline. Once again, we will need to position ourselves in a way such that we can intercept messengers and prevent them from warning the other fortress we are attacking.

Snipers will take up concealed elevated positions with the help of Rangers, Dryads, and Elves finding such places for them and track enemies on the fortresses.

Ranged forces in place, strong units such as the Undead and the Ogres start moving as close to the enemy fort without alerting them of their position. Snipers and Rangers eliminate watchtower and wall guards to conceal their advance as close as possible. When we're finally noticed, sound the charge in full and Heavy Hitters will smash into their fortifications, with footmen behind them using them as shields from ranged fire since they can take a hit a lot better.

Heavy units take the brunt of the hit, while massed footmen support them nearby and Ranged forces take down targets of opportunity.
>>
>>33598613
I have great confidence in the Mercs in handling themselves and much less confidence in us. Verily, if the Mercs fail, which is not impossible but quite unexpected, it will be our job to secure our own fortress and then proceed to reinforce them.

What seems more likely is that we ourselves find us in a pickle and require their reinforcements once they take the fort.

These guys are hardened professionals after all.
>>
>>33598613
Also we should really not limit the mercenary force by having any number of them perform labor duties. This will be a major operation, we'll need to be at full strength.
>>
Rolled 15

>>33598630
Sounds good. Mercenary troops I guess will fill in holes.

>>33598136
Heh your name dropped.
>>
Rolled 8

>>33598604
Nope.

A bunch of grunts is what they are good for fodder and hard labor only.

Why not split your merc and non merc forces?

You handle one base while the mercs the other.
>>
Rolled 22

>>33598719
Mercenaries will be set to striking the other fortress with their own set of plans simultaneous to our attack.

Once the first fortress has fallen, those attackers will proceed to reinforce the other and crush the resistance.
>>
>>33598613
We should really be careful of the woods. >>33597607

>The undead meanwhile seem to be leery of behing so near those haunted section. They stat that entire area between the mountains and forest is crawling with the dead thanks to the conflicts between the two. It runs deep.
>>
>>33598733
I assume the other one is the dwarf fortress ?

>>33598747
Ah ok so this >>33598630 and this>>33598747. Anything else we could be missing?
>>
Rolled 47

>>33598780
Town should be set on high alert in case the warbands try something, have the men arm themselves into a temporary militia and ensure we always have good communication with the village.

Worse comes to worse, we pull the hell out and defend the town.
>>
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>>33598780
Or are we talking about the tunnels?
>>
>>33598780
>>33598812
Where there not two Gnoll fortresses?
>>
Rolled 45

>>33598780
The gnolls have two bases.

One fort.

One cave complex.

>>33598838
The caves is south while the fort is north.
>>
>>33598856
The the Dwarves will take the caves, we take the fort.
>>
Rolled 38

>>33598780
>>33598803
These seem to cover everything.

To war! And may the gods be on our favor.
>>
Rolled 69

>>33598838
I'm confused so I have no clue. I thought there was the war band, fortress and tunnels we found.

>>33598856
Okay I was thinking something was off with there being two forts.

All right battle plan >>33598630. Well we attack the fort the well the mercs work on the tunnels then we come in after we are done with the fortress. >>33598747

Alright rolling if no changes.
>>
>>33598897
The War Bands are likely going to make a move on our town while everyone is away. I pray that the temporary town militia is enough to hold them off long enough for us to send reinforcements if that occurs.
>>
Rolled 25

>>33598856
Quick question is there anything else I can do here hm?

I try to make the hero personnel but that is failing.

So...basically make suggestions will try to implement.

>>33598897
No you are right.
>>
>>33598941
Richard himself will be doing what a Didrickson Advisor does best.

"sieve through the flood of messengers and gathered information to make good strategic and tactical advice"
>>
>>33598941
As for more personal heroes, I wonder if this is a chance for that Elvish girl to make an impression on Captain Rainheart.
>>
>>33598941
I thought we did it strong at the start with the market and all. The down side being we each took turns talking thru him. Other wise thinking it been because of what people were use to from past games.
>>
>>33599002
>>33598941
I actually want him to go revisit the Ghoulette sometime, maybe if the Ghouls do come back to aid us and we win, celebrations are in order.

Consider that a possible motivation for him
>>
>>33599030
Yeah I would be down for us taking a trip to ghoul town if they help out or maybe this time offer the party at our place for them as repayment for their party.
>>
>>33599030
>ghoulish bastard side story incoming
>>
>>33598941
As for heroes, they need to have useful skills, that we know that they have. Unlocking a hero and their requisite stat block feels super rewarding
>>
>>33599152
We have a lot of heroes, and knolwedge of most of their skills. It's a matter of who gets around to actually compiling a list of them and figuring out how best to use them.
>>
>>33599122
Or we make it legit and get married. But than more high jinx will ensue.

>>33599168
That has been a real problem for us. Maybe one day we can pick their level ups.
>>
>>33599168
Who? When did I miss that? We have officers and named pop, but I don't remember any ability's or traits
>>
>>33599205
>Maybe one day we can pick their level ups.
That usually boils down to Genie, being Genie, giving us a list of names of abilities without detailing of what they do, and then making us spend at least an hour debating what to pick on pure guesses based on the name alone.

>>33599219
Officers/Heroes/named individuals, you know what I mean. They are very potent if we remember to use them and know how to use them.
>>
>>33599205
I swear Delim, ever hear of the term "practice ghoul" :3
>>
>>33599230
In fact a properly used Officer is always going to be more effective than a misused or underutilized hero.
>>
Rolled 32

>>33599002
solo hero has that affect and no one else has yet to spawn.

More personnel as i am trying to figure out specific unit stats down, also because I is rusty has hell.

you wont be a able to control every heroic but some have something special that allows you to.

>>33598997
Who says they are heroes?

Though you DO have a few units who are damn close. Rainheart isn't one of them.

>>33599030
I figured once was bad enough. Anyway be aware you have yet to be legitimatized by your father.

>>33598630
Perimeter guard established. They have sighted some warbands including some gnoll ones as well as patrols. Of which they have engaged.

Ogres and undead knights have deployed. undead Knights sweep through the patrols and warbands taking advantage of their speed while the ogres led by Grash move on the fort.

Problem is damned warbands never seemed to stop coming up the gnolls in fort were eventually gonna realize something was up.

Rangers and knights hung back to deal with them as well as watch the perimeter while the rest advanced before the gnolls caught on.

They were not amused when abruptly the ogres came crushing down on them wielding trees for clubs and smashing apart their defenses along with their ranks that is when the rest of our forces followed charging in.

They are not so good at following orders probably due to their limited intelligence even for their leader Grash who is considered 'smart' by their low standards.

Snipers meanwhile found roosts and started to take pot shots to devastating effect or hung back with the infrantry unleashing deadly volley fire.

Charging behind the ogres going smash marched forth our footmen among them being the dryads who seemed to be...not entirely sure. They seemed to be in many places at once with the speed their moving. They or their treents started animating trees to assault the gnolls as additional heavies.

Following up from our heavies in ranks and taking advantage of the holes marched in our footmen.
>>
>>33599230
Officers and heroes are very different. Officers work within the squad they are assigned to.

Heroes have abilities that we keep like prepared spells, ready to smack down a situation. Also they have plot armor. I don't think, no matter how high we roll Rainheart will ever be able to ride a monster down a volcano and come out the other end alive. I miss glowy joe, now his great x10 grandfather "Sir Joseph Glowfield" may be fucking around here somewhere hopefully :3
>>
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>>33599234
Heh, I like to make women honest what can I say.

>>33599230
True.

>>33599245
That would be cool to slowly get more player useable heroes unlocked. Get the tactic anon a general.
>>
Rolled 74

>>33599245
Be aware that the heroes who allow player control tend to be...rather deranged.

>>33599245
That was however when the gnolls started to fight REAL hard and alarms went off.

It wasn't long before we realized why.

Turns out they are protecting their families. That proved to make them especially vicious and hard fighting. While we forced them from the gates problem was quarters were getting close and our heavies quickly found themselves in a tight spot. Literally.

That was when things slowed down into a grinding bloody halt. Right now captain rainheart suggests unleashing volley fire from the snipers only problem is that ended up creating a damned shoot out. While when we tried to push through with infantry they would set up a funnel for out troops into a meat grinder.

what do?


Meanwhile the mercs strike the other fortress and seemed to be having a much easier time. Unsurprisingly dwarves are very good at tunnel fighting and with elves to support and watch the area they make excellent bloody headway. Though they did bitch about the lack of spears and crossbows.

As contracted they took only a share of the loot as was their due while leaving the rest for us.

The ghouls meanwhile came in later and made a delivery for us. We didn't realize it until the knights informed you that the ghouls made drop.

At said drop was the stuff the mercs didn't bother with or missed. Apparently ghouls are very thorough when it comes to dinner time and tend to pick up on things others would miss.

One of those things was that the caves had stuff worth mining in particular the necro onyx, rush rock, and even sol stone.

Sol stone being very useful for creating a number of things from sun rocks to souled stone.
>>
>>33599391
Have the Mercenaries sucessfully cleared out the Cave Systems? I'm thinking we can recall them to reinfroce the fortress attack.
>>
>>33599391
Can we call in the dwarfs to reinforce, seeing as our mercs took care of the tunnels already, they should come assist on this front. Otherwise, the heavies have to punch a larger hole, can the ogers and trees start tearing down the structures they are using to bottle neck us?

Also All of those rocks sound like they would work awesome in a sling huh guys?
>>
>>33599391
Hm ... can the druids or dryads entangle the enemy with plants or trees?
>>
>>33599391
"ATTENTION GNOLLS.

You have plagued these lands with your heinous crimes of live cannibalism and pillaging and raiding.

Your ally has fallen. Surrender now, and no more of you need die. Your family and your lives will be spared. This is our only offer."
>>
Rolled 50

>>33598971
While that IS useful you know what happens when you take part in the fight?

You can use your abilities/traits.

>>33598997
Captain rainheart is remains painfully oblivious and when it comes the shorter lived races vs the longer ones. The longer one know they don't have time to waste and wish to cherish it.

>>33599152
You mean unlocking or spawning? And I DO give them useful skills.

>>33599168
That would be useful and you only have one right now.

With a few possible candidates.

>>33599230
What you hating on my style?

>>33599309
Officers are not just limited to a squad.

Glowy Joe was a fucking Mary Sue that I did my best to kill...its just that the dice never once agreed with me in that regard.

>>33599438
It will take them some time as while they unlike us are indeed making progress doesn't mean they are fast nor will be able to get here quickly.
>>
>>33599391
try and get reinforcements.
we have snipers do their thing while trap them.
offer the chance to surrender. or die.
we can sell them as slaves. we will be in need of loot anyway.
>>
>>33599490
But they HAVE cleared the 2nd fort and can be withdrawn right? Even if it takes time.
>>
>>33599503
We'll sell the survivors as slaves if they resist, but if they surrender of their own accord we'll let them go as precedence we keep to our word, which could influence others to surrender to us if given the chance.
>>
Rolled 24

>>33599490
Well then lets take to the field and Identify with our Twisted Insight or use a watch tower, what ever works best.
>>
>>33599490
>You can use your abilities/traits.
I assume the snipers leader with his super weapon and awesome aim. has to have some kind of rally for snipers to aim better.
Aimed shot with him troops. take down a few lines of thier defense. then offer them the chance to surrender after seeing this display they should give up.* I know we won';t be able to do it again since it's his ability but the gnolls don''t know that.
now for the Didrikson don't know about his ability yet.
>>
>>33599538
Or send in the ghosts to look for a new wall for the ogers to smash through.

This is totally time for our ghost to shine.

Anybody remember his stats?
>>
>>33599553
I believe Djinn is talking about our hero skills.

Sir Richard Jeffery Didrikson V
Traits
Deviated
Connected

Passive
Bloodline
Twisted
Insight

Ability
Identify: Able to determine rough stats and other info from target. Including possibility of turning them and weaknesses/strengths.
Lowdown: You get down and dirty with whats going on. Useful for getting a more down to earth view.


Heroic Unit
Hero Archtype Adviser
Previous Unit Types Bad Ass Student and Elite Noble.

Heroic upgrade archetype Adviser

Stats range from 1-10 above 10 is consider superhuman tier. While 10 is akin to Olympic standards the highest and best of humanity.

Might: Governs raw strength and toughness 6
Agility: Governs your dexterity, reflexes ,how agile you are 6
Intelligence: How smart you are. 8
Wisdom: aka your willpower and a bit of common sense 5
Charisma: How attractive/persuasive you are 9

There is no luck stat that is up to the dice to decide. There are other stats to consider but those are consider 'power' stats which may be hidden depending on what they are.

Power Ranking Heroic Basic.
POWAH LEVEL YOU IZ A PRETTY PANSY.
>>
Rolled 30

>>33599486
Dryads used their powers to animate trees as to serve as heavies to replace the occupied knights.

As for druid you have only one and i have no idea what he is doing come to think of it...

Probably fucking a dryad or hugging a tree somewhere.

>>33599513
Yes.

>>33599489
"We make living why not eat what we kill hm? Let it go to waste so wrong. Take from weak live as strong. That is life might makes right. Yet we haven't attacked you hm? Yet here you are attacking us at our very home with our young inside. You instigated this not us. Why should we believe you?"

>>33599553
"Do you have any idea how hard it is to acquire ammo for this thing? Or expensive?"

>>33599561
What ghost?

"We have no ally we have only dead foes and former enemies."
>>
>>33599561
Outsider Spirit: 25
Trait Spirit

Officer known as Djinn odd fellow who your forced to deal with for the sole fact its the only one who can take a humanoid form and is willing to deal with others. Noted to best not ask about personnel life or wishes.

Gear...is nothing at the moment depends upon the individual.

Upkeep cost is regular odd payments. Stuff is weird with what they request Genie brought up a different means of payment but it has yet to be investigated. So far their not expensive but more weird.

This?
>>
Coming from past examples when we defended, yes finding ways to subvert set chokepoints was always a huge bonus to an attacker enemy and should be done.

I'm wondering though instead of trying to smash through the walls, why not use the Ogres to lay down thick trees and Dryads and Druids to weave them into a pleasant ramp for us to charge onto the walls?"
>>
>>33599584
"By your own words, we are right. We are mightier than you, and you are weak. We will take from you the weak and live as the strong.

But unlike you who does not bother to spare the decency of killing a man before you eat him, we offer you the one thing you lack: Mercy. Surrender, and your lives and freedom can be spared."
>>
>>33599584
You djinn
>Outsider Spirit
>Trait Spirit
>Officer known as Djinn odd fellow who your forced to deal with for the sole fact its the only one who can take a humanoid form and is willing to deal with others. Noted to best not ask about personnel life or wishes.

Gear...is nothing at the moment depends upon the individual.

Upkeep cost is regular odd payments. Stuff is weird with what they request Genie brought up a different means of payment but it has yet to be investigated. So far their not expensive but more weird.
>>
>>33599584
>"We make living why not eat what we kill hm? Let it go to waste so wrong. Take from weak live as strong. That is life might makes right. Yet we haven't attacked you hm? Yet here you are attacking us at our very home with our young inside. You instigated this not us. Why should we believe you?"
Because it's your only chioce if you wish for your people to live another day. we have more than enough to destroy you now. but reinforcements will be here. and they will not be likely to give you the same offer.
>>33599640
i don't wish to lie to them. i want them enslaved and sold. sounds weird.. but no reason to lie.
>>
>>33599647
o yeah and this can be of some use.

Spirit Techniques

Spirits are noted from being similar yet different from divinity power that is the domain of deities and natural magics like that of which druids use.

Their power is noted to be different from each yet similar in a weird hybrid kinda hybrid way if it wasn't that they can appear to use powers that don't even remotely fit into those two rough categories.

Never underestimate spirit techniques as it can prove a rude surprise to even the gods.
>>
>>33599660
They'll be enslaved and sold if they refuse to surrender.We should give them every reason to want to surrender.

We need precedence so others can see that surrendering to us is preferable than fighting to the death
>>
>>33599664
I just want him to ghost past there defenses and give us the inside scoop, also look for a good wall the ogers can knock down to get to the gnolls inside.

Easy enough
>>
>>33599584
"Dryads and Druids, if the Ogers lay down some trees by those walls, could you weave vines strong enough to hold them as a ramp for our forces?"

** Dialogue **
>>
>>33599684
i just didn't want to lie.
but they will be enslaved no matter what. if i have my way anyway.
Cause freeing them after slaughting thier fathers and brothers and family members. doesn't leave much space for peace. does leave for great enemies though that come back "years" later to collect the heads who killed them.
>>
>>33599695
If this doesn't work thinking we ask the Spirits if they can make fire and have Ogres lunch fire tress at the enemy.
>>
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>>33599695
Sheer brilliance.
Didn't see that one coming huh?
>>
Rolled 69

>>33599584
You as a hero arrive before the merc reinforcements got there quite quickly thanks to a spirit giving you a lift.

Insight engaged.

Gnolls have a bad habit of unexpected trickery contrary to their seemingly vicious nature also a twisted sense of humor. Yet they had many options...why they chose this place of all things. Unless there is something special about this place that they are specially suited for.

>>33599647
Hm well crap.

>>33599640
"We don't always do that best to kill fresh meat quickly otherwise taints the taste. Why combat kills not so tasty as soft meats problem is getting meat soft..."

"that is because you picky bitch."

"I have good tastes unlike many Dersha. I like my meat tender and sweet. Not tough and bitter unlike cock suckers(a HUGELY offensive term to matriarch female gnolls btw) like you."


>>33599695
Certainly.
>>
>>33599717
And yet enslaving them would give them yet more motivation to break their bonds and do the same anyway.

They will always be itching for vengeance after this if we spare them, but if we spare them with the full honors of the defeated they will recognize that in the future.

In any event, I fully expect them to refuse because this has never worked before.
>>
>>33599800
No time to spare them, we have shit to do at home.
>>
>>33599800
the least we can do is kill off many and enslave them.
if it's going to happen anyhow we may as well profit from it massively.
and use the profits to make sure we buy the tech we need to do certain things./tools we need to make gardens/or possibly the new mining gear we need for the new mine we have.

Or kill em all. either way deal with this problem today.
>>
>>33599755
>Lowdown: You get down and dirty with whats going on. Useful for getting a more down to earth view.
on
>Gnolls have a bad habit of unexpected trickery contrary to their seemingly vicious nature also a twisted sense of humor. Yet they had many options...why they chose this place of all things. Unless there is something special about this place that they are specially suited for.

seems like the skill was tailored for this exact scenario.
lets find out what we're dealing with.
>>
Rolled 27

>>33599755
"I am gonna kill you Nysha and your male friend too now that Devy is dead no one hold me back."

"Go ahead and try only ever had any success is with that gang of yours together. I never such handicap. You fight now you die this tribe is dead. Big bosses is dead only little bitches like you to squabble over whats left. Beside i heard of this one from those they freed. Perhaps not all bad."

"You trust them?"

"No I just believe that its better to take the chance and if it fails at least i will die it with their throats torn out by my jaws and fighting to the end unlike cowering like runty male pup."

>>33599755
You have abilities you can use btw such as walk around or something.

Seriously can't believe you never bothered with identify its such hax.
>>
Rolled 76

>>33599755
"Times up! We're coming in."

>>33599755
Alright, Ogres protected by any armored or shielded units we have lay tree ramps on the walls in places it would be difficult for the enemy to counter with arrows. Our magical forces weave them into sturdy ramps, and then Ogres pile on dirt or we use magic to make them flame resistant.

Next, heavy hitters get up those ramps and take the walls. Ogers start knock them off while undead use themselves again as shields since they can take arrows a lot better. +

When we have footholds on the walls, move up with footmet and fight for those towers and high positions, and then man them with our snipers till we have a good ranged overwatch of the entire walled perimeter.

After that we hold there and then reassess the situation.

Anyone else have suggestions?
>>
>>33599871
be careful of double use of abilities.

>I suggest using an ability once per a turn unless you wish to overextend yourself.

>If you DO overextend yourself you wont be able to use anything special until you recover. Useful for in a pinch though when you don't have much choice.
>>
>>33599887
I want to know what im getting into. Having our leader tired for a little while. Shouldn't be to crazy.

it could possibly save us from walking into a road full of explosive runes.
>>
Rolled 54

>>33599878
Then spirits use some magic to help blast the enemy range units or aid in our range attack.
>>
>>33599755
It seems we have 2 plans that can work, and work together, I'll try to summarize, if i miss anything let me know

>Step 1: first Djinn ghost in and tells us everything we need to know about where to stage operation "ramp it up"

>step 2: using the ogers trees, or the ghost wood, or the living trees the dryads summoned (or all 3) we build giant ramps up the walls, tied together with earth magic and vines

>step 3: kill/enslave gnolls on other side

Right?
>>
Rolled 40

>>33599919
I do agree, having spirits and ranged keep destroying their numbers while backing them up into a corner still they surrender.
>>
>>33599917
Just noting is all. But we also have the war parties on our front door. I would hate to not get to use our stuff in that fight.
>>
>>33599856
see >>33599875
Our behavior towards the goblins by respecting their sense of loyalty has already transmitted itself to these gnolls. If we stick to our word and free them this will reverberate across many levels and we'll be known as someone trustworthy and who can be reasoned with, even among our enemies.

Still, doesn't look like they'll be surrendering anytime soon. I still say that any Gnoll who DOES surrender should be given their freedom because it would greatly benefit us in the longrun, not just the shortrun.

>>33599917
This battle might not be remotely over even if we do take the town, there are still the matter of the roving warbands out there. We need him fully awake to help lead our forces.
>>
Rolled 99

>>33599875
There are some gnolls who are willing to surrender.

But not all apparently.

>>33599887
Traits don't count with that btw or passive ones for that matter either.

Anyway noticed thread is over 300 should we start a new one?

Anyway what happen to that coat of arms?
>>
>>33599968
Likewise, any Gnoll who fights on and somehow is subdued alive WILL be sold into slavery.

Enslave those who fight to the last, free those who surrender, and then our enemies will be more inclined to surrender to us and save us a lot of trouble.
>>
>>33599991
It is like, 4 in the morning Genie but go ahead. It's just really late and tired over here.

Coat of Arms anon must be busy today.
>>
Rolled 62

>>33599945
didn't we only have two enemies?
>The gnolls have two bases.

>One fort.

>One cave complex.

their may be some scattered war bands but nothing that could pose a real threat?
We shall still have the mercs for one more turn. we could try and deal with a few small war bands with the mercs.
>>
>>33600017
The fortress is the bigger issue at hand, I suggest we deal with it first with the mercenaries.
>>
Rolled 62

>>33600017
Due to your size a warband could prove most troublesome.

>>33600010
eh its late here too, but I need something to distract myself from life not to mention feel unusually awake.
>>
>>33600030
>not to mention feel unusually awake.
Same, these battles are always exciting and I try not to fall asleep because everytime I do we ALWAYS seem to end up dead.
>>
>>33599968
>>33599993
You guys don't see the HUGE problem you are creating by allowing enemy forces go free if they "give up" they are going to run right to the closest outpost of their race, and fuel their war effort!

These are prisoners of war, and will be made to work in the quarry until war with the gnolls is resolved.
>>
>>33599991
I say leave it other wise we will be bumping till Thursday. Unless you want to run the game tomorrow.

About that I need to get a draw pad for the computer, Unless you want map pencil. I spent most of today trying to get I to look right with a mouse and took a break.
>>
Rolled 52

>>33600055
I may end up running tomorrow actually depends on how things work out.
>>
>>33600030
then I am for just waiting for the reinforments and letting our forces rest while the mercs go in and deal with the gnolls. if they have traps and such we don't lose any more men. we reduce enemy fighting force and know where all/most of the traps are.

wait for reinforcements. Lets reinforcements come in and handle the gnolls. While our forces rest.
>>33600054
thats how i am seeing it as. You know what keeping them wouldn't be the worst thing. have them mine at the new mine and our stone mine. get more work out of them and free out civilians to work on building our city stronger.
>>
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>>33600054
Be think about all that sweet exp we will get and rep.
>>
>>33600083
But the heakews need fresh meat...
>>
>>33600074
lol, apparently a 9 in charisma wasn't enough to diplomacy these fools into slavery. we need that 11 in charisma. for future trades and making our enemies surrender/ getting back up.
>>33600074
DO let us know what you want to do. with the next update. If you're going to make a new thread or just wait till tomorrow.
>>
Rolled 55

>>33600079
Reinforcements will be here by nightfall allow the gnolls who wish to surrender leave or betray them?

How about what you are doing hm?

At the moment your chilling with some snipers in the trees.
>>
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>>33600106
That's why we let them go. They get more people for us.
>>
>>33600054
It is only a minority of them who are surrendering anyway, and if the thought of them not respecting the same degree of respect shown to them isn't enough, in the very least we can use the same reasoning the Goblin did of "not allowing them to learn where our home is

They will be treated fairly and with a greater degree due to them surrendering, in the leas perhaps we can allow them to remain in their town or something, but we must ensure the enemy has a reason TO surrender because if we don't expect all future enemies to fight viciously and savagely to the death like cornered rats and all the more harder.

>>33600079
I've always found that enemies are very ingenuitive, especially if given a turn to prepare something nasty, either a counter attack or a trap. In the least, this gives them time to prepare and ressuply. If we press the advantage, they'll not have time to prepare.


In the least can you treat those who surrender as Prisoners of War and not sell them into slavery? Perhaps turning their fort into our vassal, watched by us but otherwise autonomously run by them. They'll work, but they'll do so to earn their keep and feed, not because we've got whips on their backs and chains on their hands.
>>
>>33600116
Let them go, But they must be unarmed.
>>
>>33600116
"We didn't say you could leave, we just said you wouldn't become slaves if you surrendered. Necessarily, we will have to retain you until this fight is over, but you will not experience the fate of those who don't surrender."
>>
Rolled 56

>>33600136
>>33600143
there seems to be some disagreement here...
>>
>>33600143
>>33600116
This is also how surrender is suppose to work anyway, you don't just let them go to fight again which amounts to just letting them retreat to come back at you with full force. You make them approach you to take them in as prisoners, until the battle is done and you can deal with them.
>>
>>33600125
I can agree with what you are saying, even if I am a little more heavy handed I do want us to look at them like POWs.

Secretly I want to turn the quarry into a prison camp, then it would make sense for Rainheart and his footmen to be stationed there. I like the idea of chain gangs busting rocks, sue me.
>>
>>33600143
we do this, but away from the front lines.
>>33600125
I wouldn't be opposed to this. I always enjoy passive income. as well as use thier left over military as fodder with the grunts as reserve to clear out a wider area than we have now. to give us more breathing room.
>>
>>33600153
Well there is a reason why are Twisted.

I say be cool and let them go. No point enslaving them if we are just going to leave them locked up. Also I think the vassal thing is a bit odd and not easy to get to work.
>>
>>33600180
I'm sure they have skills more suited than being simple miners, and these could be used to greater ability.

It is wishful thinking, but perhaps, in time if they don't come to like us at least they come to respect us and work with us willingly.

>>33600212
I think we can deal with the ramifications of letting them go or keeping them after this battle.
>>
Rolled 22

>>33600153
Tell them they need to surrender to us as /temporary/ POW's, but they will still be spared their lives and they will not be sold as slaves. We will need to hold them at least until the battle is over, to make sure they aren't going to call for reinforcements.
>>
Rolled 16

>>33600143
You noticed that many of the surrendering gnolls gave a look to one particularly large specimen who merely starts laughing cooling them off.

"Fine but there is trickery you'll regret it unless its funny of course."


>>33600212
the twisted is the trait that allows player control.
>>
>>33600229
I can see holding them until battle is done. But keeping them not really. Enslaving them will take time and cost us a lot at the start. Then leave us a problem for any one who doesn't like people having slaves.
>>
Rolled 96

>>33600248
>>33600254
What will you do until night fall when the reinforcements will arrive or will you assault without them.
>>
>>33600264
Give them a bit of time. They saw us hold their people with out harm and this will do some damage to their moral I believe.
>>
>>33600229
Seeing as it is women and children with a small force of men, I guess we can let it slide, but they have to drop all their weapons and possessions. We will provide food enough for 10 days travel possibly hide armor and slings if they cooperate.
>>
Rolled 65

>>33600283
How much?
>>
>>33600264
I'm not sure, I want to keep them on their tows, not give them a chance to prepare, rearm, set up more traps.

>>33600283
But this is also true, and if we wait we will have numerical advantage.

In that case, I vote we hold the siege until reinforcements arrive and let the moral effect sink in.

>>33600291
I can agree to that. All the better if any want to stay in what's left of this town or in our settlement, they can to just swear fealty to us.
>>
>>33600264
Has everybody that wanted to surrender, already been secured?

If so, launch operation "ramp job" if not, secure the POWs.
>>
>>33600310
>>33600264
"Captain Rainheart, Advisor, think you we should wait for reinforcements to arrive at night, or press the advantage while the sun is still rising? It may be easier for them to do mischief in the dark. If we attack now and then set their city to flames, we'll have some nice light to fight by night and reinforcements and they'll not have time to prepare."
>>
>>33600332
>>33600264
** Dialogue **
>>
Rolled 52

>>33600329
So far yes though once it was apparent they weren't immediately harmed some others joined them as well. Seems like that is the end of them though.

Strangely there doesn't seem to be any females or young among them. but then again its sorta hard to tell at times.

>>33600332
Captain rainheart shrugs stating that we would be better during day then night unlike the enemy.

You meanwhile don't really know much besides what rainheart said and still haven't used one of your abilities.

You COULD potentially withdraw your knights to have them take the front, but you prefer they keep their distance for moral reasons.
>>
Rolled 38

>>33600386
Identify: For weakness and ways to get the rest to give up.
>>
Rolled 64

>>33600386
I mean, we're no expert at Gnoll biology either.

Alright, with the Captains words that case, we continue strike with plans
>>33599935
>>33599878
>>33599919

In addition, have our ogres toss flaming trees and logs in major enemy archer positions, and get their town burning to light our way at night for merc reinforcements.
>>
Rolled 10

>>33600412
Ah burning logs what fun. But yeah lets mess them up and use our back up if things don;t work out.
>>
Rolled 6

>>33600412
LIGHT THE LOGS!
Let's do it.
>>
Rolled 75

>>33600411
hm not identify the gnolls in general or the keep?
>>
Rolled 64

>>33600435
That was the main targets. But yeah I'm down for it all if every one else is.
>>
Rolled 26

>>33600435
>>33600443
Identify

>Gnolls have a bad habit of unexpected trickery contrary to their seemingly vicious nature also a twisted sense of humor.

>Yet they had many options...why they chose this place of all things.
>Unless there is something special about this place that they are specially suited for.

Specifically, the biggest advantage they are using here and will use against us, which is reason they chose this place as their fort.
>>
>>33600435
In the keep.
What is the "textbook" way of ending this right now. We are an advisor, certainly we could give the gnolls incredibly reasonable advice as to why giving up is in their interest.
>>
>>33600479
Well, the best way to lead is by example. Were it not for the goblins, none of them would've likely taken up surrender and after today, we can expect others (or at least a few more) to follow suit.
>>
Rolled 13

>>33600463
Yeah, what's so special about /this/ particular place for them.
>>
Rolled 25

>>33600479
Choke them out with corpses. Over taking fortification especially with choke points is never pretty unless you got magic or some other game changer.

>>33600412
The spirit after poking around states their remaining forces are largely focused ground side.

That was when we built the ramp and began to pour over. This briefly caught the gnolls off guard which we were able to take advantage off until they got back into position around their damned chokepoints.

That was when after some covering volleys of bolts our undead charged in with the Behind them marched the infantry. the ogres meanwhile stuck to the ramparts trying to lob boulders at the enemy. Our undead hit their ranks like a wrecking ball who were then followed up by our footmen.

When we pushed through...we had a problem.

Turned out those who remained merely had served to buy time. the rest of them appeared to be gone having somehow escaped. They died laughing at us.
>>
>>33600579
We attacked from every angle after surrounding the town. Were they able to escape via underground?

Also what fools. If they wanted to escape, they could've done so without having to sacrifice their men pointlessly.
>>
>>33600617
Not to mention the perimeter guard.
>>
Rolled 8

>>33600579
Well we did win...but we have those captives still.

Seems like they made off with what they could but they still left a lot behind.

Slavery wise they didn't seem to have any but we did find some pens. Unlike the cave ones who had some slaves they slaughtered these who empty.


>>33600617
The last ones we fought were the elders and the remaining fighters.
>>
>>33600617
Right?
>>33600579
Secure the loot, destroy the fort, release the gnolls and go home
>>
>>33600654
This entire for could be turned into resource. Instead of destroying it we should take it apart for it's lumber, metal scraps, refuse and bones all of which can be reused.

Thankfully the ghouls cleaned out the tunnels for us.
>>
>>33600654
>>33600696
What they said.

But we can use this fort if there is something here to keep. But other wise loot and free.
>>
>>33600654
>>33600696
>>33600717
What about possible traps they might've rigged?
>>
>>33600717
If I am not mistaken it's kinda far from our little sphere of influence. Leaving it standing is a risk but if you guys insist.
>>
>>33600740
No, no, we'll burn whatever can't be used to the ground. Have the dryads grow more trees on the ashes for all I care.
>>
>>33600738
That's what bodies are for? But lets see if there is anything good first.
>>
Also Kudos to Genie for hosting another of his 12 hour sessions these are rare but often are very very exciting which today was
>>
Just got in from work, what notable stuff happened?
>>
Rolled 55

>>33600632
The death knight is noted to have wandered around pondering something. before standing in the middle of courtyard full of blood before looking up and at a small peculiar gnoll that was staring away for some reason.

Death knight didn't know it was actually waiting for its comrade at least at first until he heard the cackling laughter of the gnolls leaving.

That was when the peculiar gnoll started dancing an odd little jig and making a strange 'nee yah nee yah".

That was when it the death knight finally realized what it was.

>Gnolls ate the dead
> this placed reeked of necromantic taint
>Their eating of the dead actually kept them from animating
>now they are gone...
>While the bodies are still all here.
>Uneaten.

Fuck. the gnolls had set up shop here due their appetites with keeping the dead...well dead.

Now though he found out that more then the dead were picking themselves up as the began to whirl into strange masses. When broken bits of bone flew together, and scraps of meat collected into a mass. Looked as if the taint was much stronger then expected...unless.

He looked the average dead weren't animating along with the dance...but those other ones were. At the end when the gnoll ended its jig there was stillness....before they started attacking while the gnoll slipped away.

Turned out it was more then just instinct and now he realized he fucked up.

It was more then just instinct.

And they missed a gnoll.

Who was a caster.

Who used the necromantic taint to unleash much stronger forms of undead.

From a glance he realized the bastard had animated Broken Bones, Blood Mists, and a Flesh Tide.

The average dead meanwhile did not move as if they were your typical zombie...no they were enhanced and still moved as if there was still something there.

Sure they shambled but their skills were much keener then they should of been.


The Death Knight stood there and smiled at the gnoll who merely cackled at him before waving its staff at him.
>>
>>33600838
Got ambushed by Ogres and Goblins. Goblins showed trust and loyalty to their leaders, admirably so, so we let them go if they wouldn't strike us again.

Cleared out a large portion of the forest with a nice nat100. Wanted to make a perimeter to keep it clean, but had to scale back bigtime due to the sheer size.

Also Mercs

So then we decided to take out the two Gnoll bases. We attacking the fort, the Mercs attacking the tunnels.

We got some of them to surrender by example of the "Nameless" Goblin, the rest fought on.

Mercs cleared the caves, we "cleared" the fort. Except not, cause now this >>33600873
>>
>>33600873
>waving his staff
We disarmed all the gnolls, and yes we do deny old men their walking sticks.
>>
>>33600959
I think he was one of the ones who didn't surrender.
>>
Rolled 14

>>33600873
The death Knight for his credit made a realization.

that strange gnoll wasn't all that good being forced to rely upon help and it clearly couldn't control the undead consider he wasn't being attacked. Problem where he lacked in strength he made up in being a clever.

Another thing it actually was waving at him not casting a spell or giving orders.

odd fellow. thankfully the undead ignored their fellow undead as they sought the living. Even better Cracks was nearby and gave him a lift up so he could go after the gnoll.

So he did luckily the undead weren't all that fast except for the blood mists and broken bones. So the living could and should run like hell. Enhanced or special dead are one thing but them being in such a zone that serves to boost them further is a whole nother.

Hell even the basic ones get downright nasty in such areas that power them up enough.

Another thing considering size this was likely male.

Those who escaped would have to be the young as many adult males can't fit in the refuges meant for their offspring. they escaped thanks to that.

They needed to get some adults out preferably more then the sorry amount that so they used our kindness against us. Problem was from his pursuit this wasn't happening the two separate forces were not reuniting.

So strike that.

"Why you follow knight?"

"Because you unleashed the undead on my comrades."

"You know that is bullshit I only...helped a bit."

"That ain't much better."

"And neither is charging blindly into our midsts" points out a large gnoll as he finds himself separated.

What would i give for the damned adviser ability.this would of made things much easier. also...how the hell did they ended up armed so quickly?

"So this is payback I am guessing?"

"Justice actually" explained the now apparent tiny gnoll. "Give dead chance for payback too which is nice."

"Bit brutal you know?

>>33600959
You missed that one somehow. As it was neither among the fighters or the surrendered.
>>
>>33601004
So that went to shit quick, I have no Idea how to salvage this situation.
>>
>>33601004
Damn that knight, he had better get out of this alive. You don't leave cavalry unsupported by infantry!

Also explain again how they escaped us surrounding them from all sides, I take it they had underground tunnels that our oh so Dwarven Engineers must've missed when they scouted the place.
>>
>>33601086
We have more loot and can keep the Mercs for a bit. If this Damn knight survives we'll have another advantage and if he doesn't well that's just a peach.

We know we can outrun the dead and they lose some of their enhancements out of their zone. Furthermore it'd not be in the towns interest nor the Ghouls interest to see the dead take over everything so those are avenues we can pursue.
>>
>>33601093
>>33601004
And they would need to be pretty damn long tunnels too for them to escape our perimeter guard. How the dwarves missed that. . .
>>
Rolled 40

>>33601004
"Brutality begets brutality. Mercy begets mercy. I gave chance to your forces."

"By not commanding them?"

"Nah by letting you get out of the way. Could of used it during fighting or when you all over."

"How kind of you," sarcasticly stated the knight.

"Indeed now knight you can leave" states a large a gnoll

"I wuh?"

"I am a gourmand you'll taste terrible besides I owe your boss for sparing some comrades of mine."

"Is this a one time thing?"

"Nah now I am free and run my own gang...can finally enjoy tasty flesh. I am tired of the usual slop."

"Your one weird gnoll."

"Comes with appreciating flavor."

"Anything I can do about the undead?"

"Besides burn it all down? Maybe."

"Neru help him out."

"I uhm can't..."

"Why NOT exactly?"

"I used spells above my caliber to control or ordinarly use."

Ah so I was right after all.

"You fucking dumb ass."

"I will still go with you knight."

"what for?"

"Minions I ain't gonna get any enhanced like that any time soon."

"I thought you couldn't command them all."

"Of course not all but some or even a few sure."

"Why should I help you exactly?"

"You need help dead wise yes? I can tell you are weak trick for you is taming not commanding. Unlike living you don't need said handicap instead guide."

"You are a weird one."

"I am touched or special as is commonly derided. Don't bother with how the living does things you'll find it much easier."

"So what are you after exactly special types?"

"Oh heavens no just some fodder those specials are easy to get. Quality fodder not nearly so much."

"Hm I see your reasoning."

"See told you."

>>33601133
Your on the fucking surface tunnels ain't exactly obvious and engineers make shit scouts.
>>
Rolled 67

>>33601133
At least this means the underground isn't hell on earth around these parts/this time and tunneling is an option.
>>
Rolled 30

>>33601144
Might wanna consider new thread heheh.
>>
Rolled 17

>>33601195
6 am Genie. 6 am.
I want a new thread, but I'm going to bed. Kudos if you make a new one Genie.
>>
>>33601195
I can't think smart enough to make good choices. I will keep playing (and likely kill the civ) if everybody else is down though.



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