[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: CivComplete.png (6.74 MB, 1500x6400)
6.74 MB
6.74 MB PNG
>Previous thread: http://suptg.thisisnotatrueending.com/archive/42216468/

Welcome back everybody!

Posting this here, but not starting for 30-40 mins. Gonna give chance for people to read through it, and vote if they need to whilst I sort other things out. Hope we have as successful a thread as we had last night!
>>
File: Dwarves.jpg (440 KB, 1000x444)
440 KB
440 KB JPG
3 months have passed since the Dwarves of Underdwell fled their homes and joined the Human village of Aroostook.

Your village has grown, the people soon began to outgrow the patch of land that they had set aside for themselves, and so expanded. There must be at least 50 wooden huts and a separate Dwarf quarter in the village now, with the Elder Hall being reinforced and decorated; and now serving as a public gathering spot. The Dwarves were kind enough to share their secret for producing stout (no doubt because they couldn’t make it without you), and your people have taken to it with fervour. The Town Hall now has a huge room dedicated to housing social gatherings, with lines of tables and huge barrels of stout at the back. The Dwarves shared their seeds for hops, and in tending them; we also discovered that the seeds we had been cultivating allowed us to produce wheat.

The Dwarves haven’t been so generous with their other secrets. They showed us how to build stronger tools for forestry and quarrying (when we eventually branch into that industry); but they refuse to show us the wonders of metalworking and masonry. The relationship with the Dwarves has held, but by a thread. Their leader, Thorgrim Stormfoot, has openly said that our technology is laughable compared to that which they had in their mountain. He is crafty, as he knows that we need him for his knowledge; but also knows his prideful bouts of boasting can go unchallenged.
>>
A small wooden palisade has also been erected around the village, built soon after the Dwarves arrived; as stories of the Gnoll savagery spread throughout the people. This excessive use of wood has led the small forest near your border to be near exhausted; leaving the next source of wood to be that which sits to the East, encasing the river. The men, however, catch their breath when talk turns to those woods. Folk still remember the day that the scouts returned from that dreaded forest carrying tales of being watched by an eerie presence. The incident which occurred to the West is never spoken of. 3 men returned from that scouting mission; claiming that fire throwers slaughtered their friends. Those 3 men have since left Aroostook South, crossing the river and never being seen again.

The Elders have convened, they proclaim that a leader is something that would help your people; a figurehead, somebody to look up to. The ceremony is in attendance. The Town Hall is full to the rafters of your people. The Elders on the stage; looking down across your population with tankards of beer each, their wise eyes scanning the people before them. There are 4 applicants for the position of leader.
>>
File: Farmer Jack.jpg (8 KB, 225x225)
8 KB
8 KB JPG
1: Farmer Jack. Jack Spelt has been with you since the start. He helped revolutionise the way that you farm, and his bountiful harvest brought you back from the brink of starvation. He claims that making him leader will boost the food production of your village.

2: Thorgrim Stormfoot. Thorgrim is a Dwarf Prince, and was 7th in line to the throne of Underdwell before his people fell to the wicked blades of The Scourge. He is a proud man; and claims that if you allow him to lead, he will share his technologies with you and boost your industry.

3: [name needed]. This woman stood fast against the Gnolls that invaded you previously. She took up a spear and felled several of the creatures before helping to evacuate who she could. She is tough and scarred, and promises that her main aim is to mobilise our people into a fighting force to be reckoned with.

4: [name needed]. This elderly old chap once served as an Elder in your previous village, but stood down from the post to pursue his interest of Magic and Alchemy. He hasn't yet made any huge discoveries, aside from ensuring that the stout was free of it's former foul taste and smell, but assures you that he will drive our people into a mystic path and will allow us to draw upon unseen sources to further our causes.

Who do you choose?
>>
Reporting for duty.
>>
File: Map.png (242 KB, 467x391)
242 KB
242 KB PNG
>Map of Aroostook and known suroundings
>>
>>42239024
A tough decision to be sure. There seems to be plenty of nasty things nearby, I put my bid towards the Warrior Woman.
>>
>>42239024
3
>>
Heya y'all

I vote for the warrior woman as our leader, but the others should get some privileges too.

Anything related to the dwarves can be vetoed by Thorgrim
Anything related to food can be vetoed by Jack
Anyhhing related to magic can be vetoed by Magedude
Their combined votes should be more important than warrior woman's votes

Name suggestions:
Xena Bloodborne
Merlin Puffbeard
>>
>>42239300
this
>>
>>42239024
Hey Fenrir, last thread was fantastic, great to be back.
I would go with>>42239300
Nice to see you too siberia
>>
>>42239490
Nice to see you too Anon ^_^
>>
>>42239024
>1: Farmer Jack

Don't sound bad, more food = more people, more people = more fighters.

Also
>woman
>warrior
>>
>>42239600
Honestly this, if we are still voting I would go for jack, or maybe wizbro.
What Siberia said was also good, just divvvy it up
>>
It'd be cool if you anons would namefag
>>42239632
>>42239600
>>42239490
>>42239320
>>42239247
>>
>>42239738
I'm on mobile, gonna check if name works with quick reply
>>
Okay dudes I'm back.

We got 3 votes for Xena and 2 for Jack.

This is for our overall leader, the others will have influence but won't make decisions above the actual leader.

>>42239738

This would be helpful.
>>
>>42239738
Test>>42239738
>>
>>42239776
I'm going to vote for jack
>>
>>42239802
>>42239776
3 for grill
3 for jack
>>
Xena Bloodborne!
>>
>>42239776
xena
>>
>>42239776
Farmer or wizard
>>
4 each. I'll give it a few minutes and flip a coin if no decision is reached.
>>
>>42239776
>the others will have influence but won't make decisions above the actual leader.

Warrior womyn is a silly idea, though.
>>
>>42239925
I agree with this, my vote is for jack.
Women were never leaders or warriors
>>
File: image.jpg (40 KB, 500x408)
40 KB
40 KB JPG
>>42239925
>>42239950
>>
Rolled 2 (1d2)

1. Xena
2. Jack
>>
>>42239973
Honestly, I would just rather have civ threads be relatively realistic. Were we elves, we could have an elf queen, but humanity is a patriarchy
>>
>>42239925
>>42239950
Cant tell if bait, or head-up-ass retards
>>
>>42240011

Gotta agree. I mean the magician/alchemist being a woman? Cool, I can dig that. Warrior woman is just too ridiculous.
>>
>>42240034
Name one female leader in history
And if you name Elizabeth, know she had the same power as the queen today, Parliament made most decisions for her
>>
>>42240034
Go to reddit if you don't like your world view being challenged.
>>
>>42240073
Cleopatra
>>42240089
The only one challenged here is you newfriend.
>>
The votes are in. In fourth place, Thorgrim Stonefoot with 20 votes. In third place Merlin Puffbeard with 50 votes. In second place, Xena Bloodborne with 300 votes. Finally, in first place, Farmer Jack with 350 votes.

It was close, but the elders grant Jack the title of Earl, and present him with a carved wooden chair draped in furs from which he shall sit and make decisions. He takes his throne and thanks the people. Xena and Merlin are quick to offer congratulations and bow to him. Thorgrim smirks and leaves shaking his head.

Earl Jack presents a few issues to the people. The exhaustion of the woods, the need to quarry and mine, and finally the figures that attacked us to the west of the river. In his opinion, these are priorities, and the Elders nod their heads in agreement.

Size: Medium Village
Population: 350 Human males, 350 Human females [growth 1/10]
Immigrants: 20 Dwarf males

Allies: Dwarves (uneasy friendship)
Enemies: Gnolls (arch-rivals), 'Beasts to the West' (destroyed a scouting party)
Trade: None
VIPs: Elders, Earl Jack, Thorgrim Stormfoot, Merlin Puffbeard, Xena Bloodborne

Livestock: 50 cattle, 60 sheep, 40 dogs
Food: 6000 units / 8 turns (livestock may be slain for more food)
Farm: Wheat (3/10), Hops (3/10)

Supplies: Furs, wood, stone, timber, stout (beer)
Architecture: Thatch, Wood
Structures: Town hall, wooden huts, small pasture, irrigated farm, advanced fishery, logging camp, Dwarf quarters
Defences: Vertrose River, wooden palisade
Weapons: Wooden spears, nets, arrow slings

Technology: Intermediate tools, intermediate fishing, intermediate carpentry, intermediate farming, basic husbandry, basic brewing

Magic: None
>>
>>42240089
>>42240073
>>42240011
fuck off. go to /b/ if you want a pantsonhead male dominated retard-fueled civ
>>
>>42240106
>Cleopatra

>installed by the romans
>killed herself when the going got tough
>>
>>42240106
Cleopatra had no power until she fucked Anthony, then she was wife to a leader.

Let's stop arguing and get on with it, jack is leader.
>>
>>42240119
Will the dwarves help us smelt?
Either way, quarry and mine
>>
>>42240158

Yes, but they will do it themselves, and refuse to teach you their techniques.
>>
>>42238969
>>42240158
Probably wont help us
2nd'd
>>
>>42240177
As long as they give us a return of metal and tools, its fine for now
>>
Rolled 69 (1d100)

Fill a cart with fish, and leave it close to the border of the forest. Make sure the fish is not too fresh, so it has a strong smell, but also make sure it's still edible. Leave it at the edge of the forest with the "Beasts". Have some armed soldiers hide away from a distance, and see if any civilized creatures come out. These soldiers are not to interfere unless provoked.
>>
>>42240125
>every civilization in history was pantsonhead retard fueled

You're one dumb cunt m8
>>
>>42240158
dont really have a good location nearby. best spot is probably the southern mountain but there's those unknowns there.
there's also forest there which we need.

maybe send another party there and try to make contact.
>>
>>42240233

The Beasts which attacked are to the west, the forest that made people uneasy is the one to the west.

Just clearing that up as there seems to be confusion.
>>
>>42240279
On your map, is right east or west?
>>
>>42240233
we dont know if they are beasts or not.

>>42240237
it's a fucking fantasy civ, look at the fucking template, there's magic and weird races. we dont have to follow IRL examples

>>42240279
>the forest that made people uneasy is the one to the south-east
FTFY
>>
>>42240297

My bad, been a long day. Yeah you're right.

>>42240296

North is up, East is right. Standard compass.
>>
>>42240297
Well, they're cunts all right, might as well learn about them

And also, humans are humans, be it fantasy or reality. If we want women leaders we can call ourselves elves, orcs, or gubnuks, but not humans
>>
Right, we haven't really got much of a decision on what to do here.

We have 2 actions.
>>
Since Xena won't become our Earl, can't we marry her to Jack? This way she'll have a say in politics, but the final desicions will be made by a man.

Also, she's proven herself to be a capable warrior, so this won't be a problem.
>>
>>42240383
Scout the mountains and forest to the north
Check out the spooky forest
>>
Rolled 66 (1d100)

>>42240383
>send another party to the south-east forest and try to make contact
>>
Rolled 38, 15 = 53 (2d100)

>>42240233
Not a bad idea I suppose, and we've got the food to spare. We'd do well to see what's close to us.

Research better weapons?
>>
>>42240383
Bait the forest cunts with a small amount of fish

Start a mine/quarry
>>42240397
She don't need no man
>>
Check out the South-East forest x2
Bait out the forest x2
Scout North x1
Research weapons (which kind?) x1
Check out mining x1
>>
>>42240432
>forest cunts
we dont know what they are. they didnt harm us last time. not a good idea to make enemies from the start
>>
>>42240517
They killed 7 of our men...
>>
>>42240526

Right, let's clear this up.

The things in the forest, did nothing.

The things to the West used fire and spears to kill our scouts.
>>
>>42240526
for fuck sake no they did not. that was the fucking beasts to the WEST

forest is UNKNOWN to the SOUTH
>>
>>42240496
I'll change from research to scout north
>>
Oh my, I've got this shit all confused. i thought the beast both stalked and killed us in the forest. I'm still voting to lure the forest cunts out.
I think they're Vanara, but elves or trreants could be a possibility too.
>>
>>42240557
>>42240552
Apologies, there is no forest to the west on the map.
>>
>>42240611
Apparently
West: death
South east: eyes in trees
>>
>>42240611
if you mean lure and attack, bad idea. we already have 2 enemies. dont need another.
if you mean lure to see what they are and possibly do diplomacy, i agree


lets scout both north and south this turn
>>
No you idiots the forest is double west from the village

There's 3 votes for baiti g the forest btw
>>
A contingent of warriors led by Xena head South-East with a cart of fish. They set the fish out near the edge of the forest in the sun, and hide a hundred feet away, watching intently. Hours pass, and the warriors are uneasy. There’s something about this forest that looms over the river.

Eventually, some slight screeching sounds can be heard. The warriors lay low and watch.

A grey-skinned creature drops from a tree branch. It is carrying a crude wooden spear and wears bright blue rags. The men see that it has a mouth of sharp fangs and vicious eyes. It grunts towards the trees and several more join. They start grabbing handfuls of fish and stuffing them into small sacks.

The creatures soon scamper back into the greenery. After a few minutes, the men collect the cart and head back to the village, reporting their findings to Earl Jack.

What do you do? (2 actions)

Size: Medium Village
Population: 350 Human males, 350 Human females [growth 2/10]
Immigrants: 20 Dwarf males

Allies: Dwarves (uneasy friendship)
Enemies: Gnolls (arch-rivals), 'Beasts to the West' (destroyed a scouting party)
Trade: None
VIPs: Elders, Earl Jack, Thorgrim Stormfoot, Merlin Puffbeard, Xena Bloodborne

Livestock: 50 cattle, 60 sheep, 40 dogs
Food: 5200 units / 7 turns (livestock may be slain for more food)
Farm: Wheat (4/10), Hops (4/10)

Supplies: Furs, wood, stone, timber, stout (beer)
Architecture: Thatch, Wood
Structures: Town hall, wooden huts, small pasture, irrigated farm, advanced fishery, logging camp, Dwarf quarters
Defences: Vertrose River, wooden palisade
Weapons: Wooden spears, nets, arrow slings

Technology: Intermediate tools, intermediate fishing, intermediate carpentry, intermediate farming, basic husbandry, basic brewing

Magic: None
>>
>>42240679
I suggested lure and observe, but bring some soldiers to be certain.
>>
Rolled 27, 49 = 76 (2d100)

>>42240689
>scout north
>improve relations with dorfs
>>
>>42240689
Quarry stone and start making better fortifications
Mine copper and tin, or iron depending on our capabilities, and make weapons.
If we must interact with these creatures, we get the upper hand
>>
Rolled 57 (1d100)

>>42240740
Are we rolling or not OP?
>>
>>42240740

Well it's easy enough to say that, but you need to find it before you can mine it my friend. And yeah, d100s per action.

>>42240729

Improve relations, how?
>>
Rolled 31, 28 = 59 (2d100)

>>42240740
probably wont be a lot of resources if we dig at our current location.

>>42240689
>ask the dorfs if they know about these grey-skins
>scout north
>>
>>42240740
Well, they are beasts what walk upright. Like as not they'll work with the gnolls given the chance. Should keep them from getting that chance.
>>
>>42240784
Ok then.
My action would be to send a party north with dorfs to prospect for mining
>>
Rolled 53, 9 = 62 (2d100)

>>42240729
Support.
Improve relations by holding a great feast in their honor.

Those forest creatures are definitely Vanara.
>>
>>42240784
>Improve relations, how?

Throw them a feast or something?
>>
>>42240848
Have a drinking competition as an event, dorfs love getting shithoused
>>
Scout North with Dwarves
Throw the Dwarves a feast

Sound good?
>>
Rolled 80 (1d100)

>>42240865
interbreed
>>
>>42240899
Yea
>>
>>42240899

Probably in reverse order in hindsight.
>>
>>42240907
Oh no you don't. I know your kind, next you'll be wanting to breed with the apes
>>
>>42240939
Hey, Improve relations for 80, Alexander style
>>
Earl Jack decides that relations with the Dwarves are dangerously low. He meets with Thorgrim and they decide that a feast could bridge the gap between your people. We all know how much they love to eat and drink.

That night, the tables are lined with fish, bread and small game hunted earlier that day. Huge barrels of stout are rolled out and kept in reserve, with taps readily labelled ‘Underdwell’s Lifeblood’. The night goes well! Food is eaten in huge quantities, and the beer is drained heartily. Contests of strength, drinking and wit are held through the hours; and the people finally seem to get along with their smaller guests. There are barely any fights through the night, with ones that erupting ending in laughter and handshakes. It seems like everything is going well.

The next day, after everybody has sobered up, an expedition is sent North. 15 Dwarves and 50 spearmen take a cart full of mining tools and food, and set off across the plains. They find a small passage through the forest that leads straight up into the cliffs. They take the path, which looks as though it may be used occasionally, and head up with caution. Before long, the Dwarves spot an ore vein and identify it as copper. They turn to Thorgrim and ask if they stop to mine here or follow the path further to look for more minerals.

What do you do? (2 actions at the village, 1 action at the mountains)
>>
Size: Medium Village
Population: 350 Human males, 350 Human females [growth 3/10]
Immigrants: 20 Dwarf males

Allies: Dwarves (good friendship)
Enemies: Gnolls (arch-rivals), 'Beasts to the West' (destroyed a scouting party)
Trade: None
VIPs: Elders, Earl Jack, Thorgrim Stormfoot, Merlin Puffbeard, Xena Bloodborne

Livestock: 50 cattle, 60 sheep, 40 dogs
Food: 4000 units / 5 turns (livestock may be slain for more food)
Farm: Wheat (5/10), Hops (5/10)

Supplies: Furs, wood, stone, timber, stout (beer)
Architecture: Thatch, Wood
Structures: Town hall, wooden huts, small pasture, irrigated farm, advanced fishery, logging camp, Dwarf quarters
Defences: Vertrose River, wooden palisade
Weapons: Wooden spears, nets, arrow slings

Technology: Intermediate tools, intermediate fishing, intermediate carpentry, intermediate farming, basic husbandry, basic brewing

Magic: None
>>
>>42241152
Split up, send a few further, start mining too.
>>
Village:
Do the same thing with fish again, but make the soldiers visible, next to the cart again. They are ought to retreat if they sense shit might be going down. If the creatures appear, try some diplomacy.
Fish.

Mountain:
Mark the vein but continue onwards.
>>
Rolled 84 (1d100)

>>42241152
Follow the path further
>>42241172
Do we have bows or are the arrow slings more like dart throwers (atlatls)?

Research combat techniques
Scout
>>
Rolled 7, 55, 78 = 140 (3d100)

>>42241234
Forgot rolls. Its happening again.
>>
>>42241234
this
>>
>>42241239

Yeah they are atlatls.
>>
Rolled 44, 26, 50 = 120 (3d100)

>>42241152
>What do you do? (2 actions at the village, 1 action at the mountains

May as well establish a mining camp, can explore further later on.

>research into better ranged weapons
>research alchemy
>>
>>42241239
Sorry, im tired. Meant to say scout out the forest with the fish again.
basically what
>>42241234
said
>>
>>42241262
we should find out who/what is using the path before setting up camp
>>
>>42241290
Good to have a decently defensible position if they ain't friendly too.
>>
>>42241259
>>42241263
If you support me please roll too! We dont want to fuck shit up with that seven!
>>
Rolled 19, 50 = 69 (2d100)

>>42241315
>decently defensible position
we're on the side of a mountain, we most likely only have tents and wagons.

>>42241426
you rolled 3d instead of 2d anyway, just ignore the seven :P
>>
The 50 warriors back at Aroostook take some more fish and head back to the forest. This time, they stand several feet behind the cart and have their spears and arrow slings at hand. A few hours go by, and it looks like nothing will come of the situation. Suddenly, eyes everywhere. There must be at least 200 pairs of bright yellow eyes looking out at your men from the darkness of the forest. The spearmen being to backpedal slowly, pointing their spears forward. The creatures in the trees growl viciously. Your men make a quick decision and decide to leave fast, abandoning the cart and running to the village.

Meanwhile, the scouts to the North decide to follow the path and mark the copper vein. After an hour of travel, the cold starts to bite and the ground becomes blanketed in snow. Short of shovelling away all of the snow, it will be impossible to spot any other veins. They can go back, venture forth and clear the snow, or simply follow the path and see where it goes.

What do you do? (2 actions at the village, 1 action at the mountains)

Size: Medium Village
Population: 350 Human males, 350 Human females [growth 4/10]
Immigrants: 20 Dwarf males

Allies: Dwarves (good friendship)
Enemies: Gnolls (arch-rivals), 'Beasts to the West' (destroyed a scouting party)
Trade: None
VIPs: Elders, Earl Jack, Thorgrim Stormfoot, Merlin Puffbeard, Xena Bloodborne

Livestock: 50 cattle, 60 sheep, 40 dogs
Food: 3200 units / 4 turns (livestock may be slain for more food)
Farm: Wheat (6/10), Hops (6/10)

Supplies: Furs, wood, stone, timber, stout (beer)
Architecture: Thatch, Wood
Structures: Town hall, wooden huts, small pasture, irrigated farm, advanced fishery, logging camp, Dwarf quarters
Defences: Vertrose River, wooden palisade
Weapons: Wooden spears, nets, arrow slings

Technology: Intermediate tools, intermediate fishing, intermediate carpentry, intermediate farming, basic husbandry, basic brewing

Magic: None
>>
After the expedition is finished, why don't we have that wizard back at the town research nature/druidic magic. Why should we have to clear out all of the trees in the forest when we can just magically grow our own? Hell, with the right knowledge we can even grow ones that give tougher wood or even fire-resistant wood so those god damned Gnolls can't burn down the town when they show up again.
>>
Rolled 75 (1d100)

>>42241486
I think it might be a bit dangerous to continue on the path. Let's just get the copper for now.
>>
>>42241486
Go back for mountains
>>
Rolled 75, 10, 44 = 129 (3d100)

>>42241486
>go back to the copper vein

>start building another wheat farm
>fish fish fish
>>
Rolled 13, 33, 22 = 68 (3d100)

>>42241486
>setup the mining camp
>research alchemy
>build watchtower/post watching the woods
>>
>>42241486
Did you take the fishing into account?

Also, I'm going to bed. Good luck everyone, hope I see y'all tomorrow!
>>
Rolled 55 (1d100)

>>42241560
>>start building another wheat farm
>>fish fish fish
Agreed
>>
>>42241572
i think it stills takes up an action to fish, since it needs lots of dudes to catch the fish
>>
> Go back for copper

> Create another farm
> Fish

Yeah?
>>
>>42241623
yep
>>
>>42241623
Yuh
>>
>>42241623
yes
>>
>>42241605
Yeah but we only got one action in the village it seems
>>
Those at the mountains decide it isn’t worth trekking through the snow and risking their lives or supplies. They head back to the copper vein, set up a few tents and set the Dwarves to mining the copper. The men slouch around, throwing stones and talking, occasionally helping to hunk a large chunk of minerals onto the cart.
+ Unrefined Copper

Those at the village begin to create a new farming plot adjacent to the previous one. The increase in manpower means that they can create the farm and irrigate the whole thing in just 2 turns.

It seems that Jack has been in talks with Merlin to create some way to boost the speed of these crop’s growth. Through testing a bunch of different substances, they made no headway; but after an off-hand comment made by the Mystic, Jack got an idea. He began shovelling the cow manure and mixing it in with the seeds. After all, if nothing else works, why not try it? He notice after a week that the seedlings had grown faster already, and seemed quite content with his discovery. The harvest was taken weeks earlier than normal, and new seeds sown soon thereafter. With this method, Jack believes that he may have cut the time to grow crops by as much as half.

What do you do? (2 actions at the village, 1 action at the mountains)
>>
Size: Medium Village
Population: 350 Human males, 350 Human females [growth 5/10]
Immigrants: 20 Dwarf males

Allies: Dwarves (good friendship)
Enemies: Gnolls (arch-rivals), 'Beasts to the West' (destroyed a scouting party)
Trade: None
VIPs: Elders, Earl Jack, Thorgrim Stormfoot, Merlin Puffbeard, Xena Bloodborne

Livestock: 50 cattle, 60 sheep, 40 dogs
Food: 8000 units / 10 turns (livestock may be slain for more food)
Farm: Wheat (0/5), Hops (0/5)

Supplies: Furs, wood, stone, timber, stout (beer), unrefined copper
Architecture: Thatch, Wood
Structures: Town hall, wooden huts, small pasture, irrigated farms (1/2), advanced fishery, logging camp, Dwarf quarters
Defences: Vertrose River, wooden palisade
Weapons: Wooden spears, nets, arrow slings

Technology: Advanced farming, intermediate tools, intermediate fishing, intermediate carpentry, basic husbandry, basic brewing

Magic: None
>>
I think we are good on food for a while and should focus on other things.
>>42241976
Mine more copper/head home if its all gone
>>42241976
>Military strategy training
>Research actual Bow & Arrow
>>
Rolled 95, 92, 16 = 203 (3d100)

>>42242000
>dig deep, dig greedily

>build watch tower to watch the woods
>work on archery or some such
>>
Rolled 40 (1d100)

>>42242026
Forgot rolls oops
>>
Rolled 100, 41 = 141 (2d100)

>>42242064
Holy shit im too tired for this shit.
Here's 2 more dice
>>
Rolled 81 (1d100)

>>42242026
Second
>>
Rolled 71, 89, 70 = 230 (3d100)

>dig more copper

>finish building farm
>research bows with help of dorfs
>>
>>42242147
>>research bows with help of dorfs

I should think dorfs could share the intricacies of crossbows with us y'know

>all these rolls
>>
>>42242218
if we're lucky, they like us a bit better after the feast after all.
>>
The Dwarves at the mountains continue to mine the copper, and in doing so completely deplete the vein. One Dwarf however, strikes through the rock and breaks through into a small cave. It is pitch black, but the sound of dripping water can be heard from within. The ore is loaded up on the cart, Thorgrim feels uneasy about this cave, but needs to make a decision what to do about it. He brought enough torches for a quick look inside, but it could be dangerous.

Back at the village, Xena approaches Jack and tells him that a new weapon is needed for us to fight from a distance. She claims that the Dwarves will know of such technology, and requests that he asks them to share. He ponders it, and approaches the 5 Dwarves who stayed behind. Without their leader around, they are dubious about sharing their secrets; but they decide that there is no harm in showing us how to make a simple bow and arrow from catgut, flint and certain types of wood. They dare not share any more without their leader around though.
+ Bow and arrow

The second farm is also completed this week, and new wheat seeds are sown. It is bound to be a bountiful harvest the next time the crops are matured.

What do you do? (2 actions at the village, 1 action at the mountains)
>>
Size: Medium Village
Population: 350 Human males, 350 Human females [growth 6/10]
Immigrants: 20 Dwarf males

Allies: Dwarves (good friendship)
Enemies: Gnolls (arch-rivals), 'Beasts to the West' (destroyed a scouting party)
Trade: None
VIPs: Elders, Earl Jack, Thorgrim Stormfoot, Merlin Puffbeard, Xena Bloodborne

Livestock: 50 cattle, 60 sheep, 40 dogs
Food: 7200 units / 9 turns (livestock may be slain for more food)
Farm: 2x Wheat (1/5), Hops (1/5)

Supplies: Furs, wood, stone, timber, stout (beer), unrefined copper
Architecture: Thatch, Wood
Structures: Town hall, wooden huts, small pasture, irrigated farms (1/2), advanced fishery, logging camp, Dwarf quarters
Defences: Vertrose River, wooden palisade
Weapons: Wooden spears, nets, arrow slings, bow and arrow

Technology: Advanced farming, intermediate tools, intermediate fishing, intermediate carpentry, basic husbandry, basic brewing

Magic: None
>>
>>42242445
I think with the dwarven knowledge of spelunking and with 50 spearmen we can spare a glance in the cave.
>>42242468
>Military strategy (Formations, tactics, strategically advantageous terrain usage.)
>Train 20 dogs to be war hounds
>>
Rolled 67, 53, 47 = 167 (3d100)

>>42242544
Fuck me forgot le rolls
>>
Rolled 54, 21, 92 = 167 (3d100)

>>42242544
Seconding
>>
Rolled 52, 20, 7 = 79 (3d100)

>>42242445
>explore cave (leave a few men to guard the ore)
>build a water-wheel mill
gotta get that flour
>train with bows and arrows
>>
Rolled 16 (1d100)

>>42242468
INTO THE CAVE!!!
>>
>>42242544
i think it's too soon to train military strategy. we dont really have that many men, and even fewer professional soldiers (if any).

it think it's better we train people to use their weapons better first.
>>
>>42242651
I think it works both ways really, putting yourself in an advantageous position can make up for lack of proficiency.
>We have 1 above average soldier (Xena)
>>
Your able-bodied citizens begin to train under the watchful eye of Xena. She has them shooting arrows at various distances at wooden targets, with those that show promise sent into the nearby fields to hunt pests and practice shooting moving targets. Meanwhile, others train in thrusting the spears with menacing efficiency, practicing how to correctly form a basic phalanx. One man comes to Xena with a piece of discarded wood and excitedly tells her how it could work to hold it in one hand to shield the body, whilst thrusting with the spear in the other hand. Soon enough, square boards of wood pinned with hide for strength are produced and strapped to the warriors arms.
+ Wooden Shield
+ Phalanx

Other villages have gotten themselves busy training the male dogs the art of war. They are trained basic discipline and commands, before being set loose on sacks of wheat shaped like men. They are tough and fast, but can’t be relied on much to attack a formation full on. Xena notes that they are more useful in chasing down fleeing foes.
+ 20 War Hounds

This week, no report is received from the mining operation in the North.

> This will be my last post for tonight. I'm sorry that it's been a short one, but I've had a really taxing day. I'll pick it up again either tomorrow night, or Friday night.

Thanks again for playing everybody, and I look forward to investigating the the absence of communication from the North with you :)
>>
Size: Medium Village
Population: 350 Human males, 350 Human females [growth 7/10]
Immigrants: 20 Dwarf males
Army: 200 spearmen, 100 archers, 20 war hounds

Allies: Dwarves (good friendship)
Enemies: Gnolls (arch-rivals), 'Beasts to the West' (destroyed a scouting party)
Trade: None
VIPs: Elders, Earl Jack, Thorgrim Stormfoot, Merlin Puffbeard, Xena Bloodborne

Livestock: 50 cattle, 60 sheep, 20 bitch dogs
Food: 6400 units / 8 turns (livestock may be slain for more food)
Farm: 2x Wheat (2/5), Hops (2/5)

Supplies: Furs, wood, stone, timber, stout (beer), unrefined copper
Architecture: Thatch, Wood
Structures: Town hall, wooden huts, small pasture, irrigated farms (1/2), advanced fishery, logging camp, Dwarf quarters
Defences: Vertrose River, wooden palisade
Weapons: Wooden spears, nets, arrow slings, bow and arrow, shield
Tactics: Phalanx

Technology: Advanced farming, intermediate tools, intermediate fishing, intermediate carpentry, basic husbandry, basic brewing

Magic: None
>>
great work op!
>>
and next time we should build a water powered mill so we can get flour
>>
>>42243024
When are you gonna be back?
Thanks for coming!
>>
>>42243112

Tomorrow or Friday, same time.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.